Combo · INFINITE
Renata Glasc, Mastermind bounce — score to 8
Pieces
- Renata Glasc, Mastermind ×1
SFD-088 · payoff · mind
1 Energy + 1 Mind Power: Draw 1. 4 Energy + 4 Mind Power, Exhaust: Score 1 point. Use my abilities only while I'm at a battlefield.
- Retreat ×1
OGN-104 · enabler · mind
[Reaction] (Play any time, even before spells and abilities resolve.) Return a friendly unit to its owner's hand. Its owner channels 1 rune exhausted.
- Fiora, Worthy ×1
SFD-180 · ready · order
When a unit you control becomes [Mighty], you may pay 1 Order Power to ready it. (A unit is Mighty while it has 5+ Might.)
- Rally the Troops ×1
SFD-166 · enabler · order
[Action] (Play on your turn or in showdowns.) When a friendly unit is played this turn, buff it. (If it doesn't have a buff, it gets a +1 Might buff.) Draw 1.
Payoff
Deck
- Legend domains cover Mind and Order.
- You control a battlefield to play Renata to.
Run play
Prerequisites
- Infinite Energy and Power established.
- Rally the Troops resolved this turn.
- Fiora, Worthy in play.
- Where the Retreat comes back from, which this entry never said and which is the whole reason it is unbounded: each pass spends one Retreat, and Retreat is capped at 3 copies by 103.2.b, so without recursion the loop would stop at four points. It does not, because Recycle (416.1) puts cards on the BOTTOM OF THE DECK and the lux-infinite-energy engine this entry `needs` brings Forge of the Future with it. Counted on that engine's own steps: Forge recycles 3 of its 4 slots (itself, a Shadow's Call, a Sacrifice), Ekko's Deathknell recycles Ekko, and step 5's 4 draws are exactly spent — leaving ONE spare Forge recycle slot per pass. That slot cycles the Retreat, and the extra draw to lift it back to hand comes from Renata's own '1 Energy + Mind: Draw 1' at about +1E +1P per point.
- That spare slot is a single resource, so this line, renata-bubble-bot-ready and jayce-mesmerize-renata are alternative routes to the same kill, not stackable payoffs on one engine.
- TOURNAMENT RULES 505 IS WHY THIS LOOP MAY BE SHORTCUT AT AN EVENT, AND IT WAS CITED BY NOTHING (upgrade 2026-09-12, #191 batch 27; Tournament Rules, labelled). **505.2** - *"Players performing a loop must have each iteration of the loop be identical with no conditional actions"* - and **505.9** - *"If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually."* Read against Core Rules 416.5, two or more cards recycled to the Main Deck simultaneously go to the bottom in RANDOM order, so a loop that recycles 2+ per pass is non-deterministic unless it draws all of them back. **The condition is checkable and this entry meets it**: the Main Deck is empty by construction, so every card recycled in a pass is drawn back inside that same pass and the random order never selects a subset. That means the *"zero spare draws"* invariant this catalogue maintains for a different reason - a fifth draw is Burn Out (431.1.a) on one side and a stranded random card on the other - is load-bearing a SECOND time, against a procedural rule it was not written for: it is exactly what makes the loop shortcuttable rather than hand-iterated at a table.
- THE EMPTY MAIN DECK IS A ONE-TURN STATE THAT DESTROYS ITSELF, WHICH NO ENTRY SAYS AND NONE CITED. This loop’s premise is an empty Main Deck, and the Core Rules put a clock on it that is separate from 431.1.a’s Burn Out on a fifth draw. 315.4.b is the Draw Phase task, "The Turn Player draws 1", and 315.4.b.1 is automatic: "If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out." There is no "may". The Burn Out then costs three things in sequence — 431.2.b, "Recycles their trash into their Main Deck", whose own reminder reads "When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized", which ERASES the known bottom this loop stands on; 431.2.c, "Chooses an opponent to gain 1 point"; and 431.2.d, "Completes the remainder of the action that caused them to burn out", restated at 315.4.b.2 as "After completing the Burn Out the Turn Player still Draws 1." Riot’s worked example at 431.2.d IS this situation, word for word: "A player attempts to draw 1 during their Draw Phase while their Main Deck is empty." Since 315.4 Draw Phase precedes 316 Main Phase, THE DECK MUST BE EMPTIED AND THE LOOP MUST WIN INSIDE THE SAME MAIN PHASE — an empty Main Deck cannot be carried across a turn boundary at all, and the landing is exact rather than approximate: the turn before the kill must end with enough cards for that turn’s forced removals and no more. A mandatory mill makes it tighter, because 431.1 is written over moving cards "to any other zone in excess of the number of cards remaining", so 431.1.b Burns you Out for a [Burn N] exactly as 431.1.a does for a draw. And the one escape does not exist: VEN-022 Endless Riches is the pool’s ONLY card printing "Skip" (one row in the corpus), it is Fury, it banishes your hand and trash on entry, and its own "[Burn 7]" is itself a Burn Out under 431.1 against an empty deck — so it cannot save a loop even in principle.
- WHAT ANSWERS THIS, AND WHEN (added 2026-09-13, #200). FIRST THE CREDENTIAL, BECAUSE IT IS HALF THE ANSWER AND SAYING WHY A LINE IS HARD TO ANSWER BEATS SAYING NOTHING. This line's payoff is `SFD-088 Renata Glasc, Mastermind` at **Might 5 — M4 printed, plus the `SFD-166 Rally the Troops` buff, which 703 fixes at exactly +1**, and `OGN-169 Gust` — the pool's only cheap Reaction-speed single-target answer, Chaos at **E1** — is gated at *"3 :rb_might: or less"*. The only other Reaction-speed single-target answer in the pool is `UNL-128 Star-Crossed` (Chaos, E3 P1), which returns *"a friendly unit and an enemy unit"* — AND, both of them —, so answering this body in the window costs the answerer one of their own. And this loop never leaves the Main Phase, so the roughly twenty `[Action]` removals cannot reach it either: 806.1.c.1 admits an Action *"on your turn or in showdowns"* and this opens neither a combat nor a showdown. THE BOARD ANSWER HAS TO BE FOUND ON THE OPPONENT'S OWN TURN, a full turn ahead and fully telegraphed. THE ONE GUARANTEED WINDOW IS THE SPELL EACH PASS SPENDS. **359.3.c**: *"Other players have an opportunity to play Reactions before the resolution of spells."* A UNIT or GEAR payoff never gets that window — 337.2 sends it straight to Step 4 Resolve — and a BATTLEFIELD payoff is not removable at all (170.3, 170.4). A SPELL is the one thing the process stops for, and **425.1.c** with **425.1.c.1** refunds nothing. This loop spends `OGN-104 Retreat` (**E1**) every pass, and the Energy is small while the consequence is not: the notable above records that 103.2.b caps Retreat at three copies and the spare Forge recycle slot is what brings it back. AND THE COUNTER-CHOICE MATTERS, WHICH IS A SENTENCE A PLAYER CAN USE: 425.1.b makes a countered card *"not considered to have been played"*, so it goes to the TRASH — where this shell's own Forge recycles it. `UNL-131 Abandon` returns a countered spell *"to its owner's hand instead of putting it in their trash"*, so **Abandon is the WRONG counter to use against this loop**: it hands the card straight back. Any of the other ten is better. AND THE POOL'S ONE ANSWER TO THAT WINDOW IS LEGAL HERE: swept on the word *countered*, only two cards mention it and only one protects anything but itself — `VEN-069 Mel, Newly Awakened` (**mono-Mind**, E4 + 1 Power, M4), *"[Empower] :rb_energy_3:"* then *"Your spells and abilities can't be countered."* 441.2 makes Empowered a STATE, so once armed it is permanent, and this identity contains Mind. She is herself a Might-4 unit, so by the paragraph above she too is above Gust's ceiling.
Steps
- Play Renata Glasc, Mastermind to a battlefield you control. Rally the Troops buffs her to 5 Might: she becomes Mighty.
- Fiora, Worthy triggers: pay 1 Order Power to ready Renata.
- Pay 4 Energy + 4 Mind Power and exhaust Renata: score 1 point (ability-granted, not capped by rule 470).
- Play Retreat on Renata: she returns to hand (a new object — rule 124 — so she becomes Mighty again on re-entry).
- Repeat until you pass the Victory Score.
Per iteration
1 point per ~10 Energy + 5 Power. Bounded only by the infinite engines feeding it.
How it ends
win the game (ability points)
Sources
Published elsewhere
- YouTube — LotharHS Riftbound, "INFINITE LOOP EXPLAINED! - Guide to BROKEN Lux Combo from Chinese Regionals" — el remate: readear a Renata con Fiora y volver a puntuar 2026-06-06
- Analyzing Infinite Combo Lux (TCGplayer Infinite), Stage 4.3 2026-06-10
- RiftBound — $1,000 Prize Pool (riftbound.gg) 2026-06-14
- Regional Qualifier Hartford — registered list (piltoverarchive.com) 2026-06-25
How this entry was audited
REFUTE = a refutation pass, with its date and verdict · WOUNDED = the pass found a flaw and the entry was rewritten · BUDGETED = the pass checked the recycle-and-draw ledger · lens = the hunt that proposed it.
Any other repeatable ready would replace Fiora + Rally the Troops; this is the line the tournament deck used. SOURCE READ IN FULL 2026-09-04 (docs/phase0/walks/2026-09-04-source-verification-tcgplayer.md): the same author's Hartford report calls this the previous plan — 'Previously, this was done by making Renata Glasc - Mastermind mighty with Rally the Troops, then readying it repeatedly with a combination of Fiora - Worthy and Retreat. Funnily enough, this combo still exists in the sideboard of Relivia's list' — with Time Warp taking over the main deck. The line still closes; it is simply no longer the deck's primary finisher.
Walked against Core Rules 2026-07-16