Combo · INFINITE
Svellsongur doubles the ready — Jhin moves on the spare one for Energy AND Power, with no deck to burn
Pieces
- Twilight Reveler ×2
VEN-020 · engine · fury
When I attack, ready another friendly unit.
- Svellsongur ×1
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
- Jhin, Murderous Artist ×1
UNL-022 · payoff · fury
[Deflect] (Opponents must pay 1 Power of any domain to choose me with a spell or ability.) [Ganking] (I can move from battlefield to battlefield.) When I move, [Add] 1 Energy + 1 Power of any domain. (Abilities that add resources can't be reacted to.)
- Back Off ×1
UNL-042 · enabler · calm
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) [Action] (Play on your turn or in showdowns.) [Stun] a unit. (It doesn't deal combat damage this turn.) If you played this from your hand, draw 1.
Payoff
Deck
- Legend domains are Fury and Calm: VEN-139 Rogue Assassin (Akali), the pool's only one, and the legend the source plays.
Prerequisites
- JHIN MUST NOT JOIN THE ATTACK, AND THE SOURCE'S '5 MIGHT' IS WRONG FOR THE VERSION WHERE HE DOES. 465.2.c assigns 'an amount of damage equal to their summed Might' and 465.2.c.3 forces lethal damage onto one unit before any goes elsewhere, so a 3 Might Reveler attacking beside a 4 Might Jhin assigns 5 to a 5 Might defender and kills it. A dead defender means no recall (466.1.a.2 needs Defenders present), the attackers Establish Control (466.5) and the loop stops after one pass. Jhin attacking needs an 8+ Might stunned defender; Jhin bouncing elsewhere needs only 4+, which is the source's own first phrasing ('go to the other battlefield').
- JHIN'S DESTINATION HAS TO STAY YOURS. He bounces base to battlefield and back (144.4.a, 144.4.b) — each leg is a Move (446.1) and each pays only an exhaust. But 323.6 strips your Control of a battlefield the moment none of your units occupy it, and re-entering an uncontrolled one applies Contested (190.3.a.1), which stages and opens a Showdown every single pass (323.8, 323.12) and hands the opponent a priority window each time. Keep any friendly body garrisoning that battlefield and 190.3.a.1 never fires, because you already control it.
- SAME OPPONENT-BOARD CONDITIONS AS THE REST OF THE FAMILY: the attacked battlefield must already be the opponent's (466.5, 466.5.d), with exactly one defender, of 4+ Might, stunned once for the turn. Back Off has to come from hand for 3 Energy — 811.1.b only lets you hide at a battlefield you control and 811.1.d.2 confines a hidden spell's targets to it.
- THE RATE, AND HOW TO DOUBLE IT. One Svellsongur gives three readies per two attacks: two go back to the Revelers and one is spare, so it is +1 Energy and +1 rainbow Power per two attacks. A second Svellsongur on the other Reveler makes it four readies per two attacks, two of them spare, and doubles the rate. One copy is all that unboundedness needs.
- Nothing is drawn and nothing is spent, so Burn Out (431.1.a) has no grip here at all. That is the whole point of the entry.
- THE EQUIPMENT THIS LINE STANDS ON (Svellsongur x1) IS A LEGAL TARGET THE WHOLE TIME IT SITS THERE. 718.5.b: "Attached cards still can be chosen or targeted by game effects while Attached." Its printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but neither of those protects the CARD. The single copy here does not need the mass answer: SFD-005 Detonate (Fury, E1 + 1 Fury Power, "Kill a gear. Its controller draws 2.") is the cheapest KILL in the pool for it - but NOT the cheapest ANSWER, corrected 2026-09-14: SFD-135 Factory Recall is chaos, E1 and NO POWER, [Action], 'Return a gear to its owner's hand.', which is strictly cheaper and answers the Equipment for the window that matters, since 719.5 detaches it on the zone change and 434.1.c stops appending its Effect Text to the carrier. A KILL predicate cannot see a BOUNCE, which is the same narrowness that once made 36 shipped notables claim less than their own question, and the two cards it hands back do not replace what was attached. The unconditional enemy-facing gear kills are OGN-022 Thermo Beam (fury), OGN-224 Salvage (order), SFD-005 Detonate (fury), SFD-032 Disarming Rake (calm), SFD-077 Rocket Barrage (mind), VEN-003 Brittle Steel (fury) - four domains, so there is no identity this line can hide in. (The full swept set is 16 base codes across all six domains; the predicate is /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, and the rest either reach only a friendly gear or are gated below this line's costs. Run npm run adversarial to re-derive it.)
- NO GEAR KILL IN THE POOL CARRIES [Reaction] - BUT A KILL IS NOT THE ONLY ANSWER, AND THE PREDICATE THAT MEASURED THAT SET COULD NOT SEE THE OTHER FAMILY. Swept over all 16 kills: Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for "This can be played during showdowns on any player's turn", and Detonate and Brittle Steel are plain spells, which 155 confines to "an Open State outside of Showdowns on its controller's turn". WHICH OF THOSE PROTECTS THIS LINE DEPENDS ON WHERE IT PAYS, so check before relying on it. If it pays on a HOLD, the Score happens at 315.2.b.2 inside your own Beginning Phase, where 312.2.a gives the opponent no priority in a Neutral Open State and 813.1.c.1 admits only a [Reaction] in the Closed State the trigger opens - no kill in the pool reaches that window at all, so each must be cast on THEIR own turn, a full turn early and fully telegraphed, and that spell on the Chain is itself a Closed State where 312.2.c hands out priority and 813.1.c.1 admits a [Reaction] in response. If it instead pays in your MAIN PHASE, that protection does not exist: 806.1.c.1 puts Thermo Beam and Salvage inside any showdown on any player's turn, so they reach the scoring window itself. THE SECOND FAMILY IS DETACHMENT, AND IT DOES CARRY [Reaction]. 719.1 appends an attached card's Effect Text to its carrier "for as long as they remain Attached" and 137.3.a stops the Might Bonus "as soon as the card with the Might Bonus is no longer Attached", so taking the Equipment OFF switches the payoff off without killing anything. Swept with /\bdetach/i over text+effect of every deckable base: 5 base codes (4 names - Grandmaster at Arms is printed twice), of which only 1 is ENEMY-FACING, because Strike Down says "an equipped friendly unit", Veiled Temple "a friendly gear" and Grandmaster at Arms "you control". That one is SFD-011 Angle Shot - Fury, 2 Energy, NO Power, and it cantrips: "[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1." The words that make it an answer are "the same controller", which need not be you. WHAT IT PROVABLY DOES is strip the text and the Might Bonus BEFORE the trigger condition is ever met. WHAT IS NOT WALKED, and a reader should not reach for it here until somebody does, is whether a detach inside the scoring window itself accomplishes anything. The reason to DOUBT it - not a paragraph that settles it - is that a Trigger Condition is measured when the trigger is PLACED (383.2.a.1 makes a clause immediately after the trigger "part of the Trigger Condition and not the Effect"), so stripping the Equipment once its trigger is already on the Chain may well change nothing. Nobody has walked what becomes of a chain item whose source text has gone. Until somebody does, treat Angle Shot as a cheap answer cast EARLY, and do not claim it answers the trigger.
- 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 505 PARAGRAPH ABOVE IS RIGHT ABOUT THE SHORTCUT AND WRONG ABOUT THIS ENTRY'S REASON, corrected 2026-09-13 (#200). It was applied UNIFORMLY to all fourteen INFINITEs by #191 batch 27, and its stated condition - *"the Main Deck is empty by construction, so every card recycled in a pass is drawn back inside that same pass"* - describes the RECYCLE-AND-DRAW loops. **This entry is a COMBAT-RECALL loop: it walks in, takes the Attacker designation, is recalled by 466.1.a.2, and repeats. It puts NO card into the Main Deck and draws none back**, which this entry says in its own words - its `netPerIteration` reads zero cards spent. **So it needs no empty deck at all, and its licence under 505.9 is shorter and stronger than the pasted one: nothing is recycled, so Core Rules 416.5 never fires and there is no random order to be non-deterministic about.** Re-measured over each entry's own `steps` rather than over the pasted needle, the class splits **8 that need an empty Main Deck and 6 that do not**; this is one of the six. **The standing form is about uniform notables rather than about this paragraph: a sentence pasted across a whole class is worth auditing precisely because that is how a CORRECT sentence lands on an entry it was never measured against** - and here the entry's own `netPerIteration` contradicted it in the same record.
Steps
- Setup: attach Svellsongur to Reveler A (1 Energy + 1 Calm Power); Reveler B and Jhin in base; a spare friendly body garrisons the battlefield you control.
- First pass only: Back Off from hand (3 Energy) on the enemy defender; it stays Stunned all turn (423.1.a.2) and draws 1.
- A Standard Moves into the enemy battlefield, exhausting (144.2). The Combat stages and opens (323.9, 323.13); 464.2.c.3 designates A the Attacker and 383.4.e puts BOTH instances of 'When I attack' on the chain: ready Reveler B and ready Jhin.
- Damage: 3 to the 4+ Might defender, 0 back (423.1.b). 466.1.a.1 heals, 466.1.a.2 recalls A because defenders remain, 466.3.d is No Result. A comes home exhausted (458).
- Jhin Standard Moves base to your battlefield, exhausting: 'When I move, [Add] 1 Energy + 1 rainbow Power'. 446.1 makes it a Move; 456 keeps the Revelers' recalls from counting as one.
- B attacks. It carries no Svellsongur, so its single trigger readies A.
- A attacks again: ready B and ready Jhin. Jhin moves the other way, battlefield to base (144.4.b), for another Energy and Power. Repeat.
Per iteration
+1 Energy and +1 rainbow Power per two Reveler attacks; 0 Energy, 0 Power and 0 cards spent
How it ends
unbounded Energy and unbounded Power this Main Phase, with no card cost and therefore no Burn Out ceiling; 167 empties both pools at the end of the turn
Sources
Published elsewhere
- YouTube — Frobei - Riftbound, "New Infinite Loop Deck with Akali" — la variante con Jhin, con la advertencia del propio autor sobre el Might del defensor 2026-07-17
- YouTube — Ritualo, "How To Combo And Master AKALI│Beginner's Guide│Riftbound Vendetta" 2026-07-22
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Minería por leyenda — issue #62 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 2026-09-06 record
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.
HAND-WALKED 2026-09-06 (docs/phase0/walks/2026-09-06-issue62-combat-loop.md), issue #62 section 1.3. THE SISTER OF twilight-reveler-svellsongur-stellacorn-draw, AND THE REASON THAT ONE IS ENGINE. Same four-card skeleton with Jhin where the Stellacorn Herder stands. The Stellacorn pays a card per pass, so its own entry hits the wall 431.1.a plus 194.1.d and is classed ENGINE - the source loses a game to exactly that on camera at [23:40] of the same video. Jhin pays nothing, so the ceiling is gone and this one is INFINITE. NOT THE SAME AS jhin-fiora-facebreaker-recall EITHER, and the difference is not cosmetic: that line is Fury plus Order (Facebreaker, Eye of the Herald, Fiora) and this one is Fury plus Calm, so 103.1.b.1 makes each unbuildable in the other's shell. There Jhin is the attacker and Fiora readies him off the Mighty crossing; here Jhin never attacks and the Revelers ready him. TWO CORRECTIONS TO THE SOURCE, both from 465.2.c and 465.2.c.3: its 'at least five mights' is only right while Jhin stays away from the fight, and it never mentions that the battlefield Jhin bounces to has to stay under your Control (323.6) or the loop opens a Showdown every pass. Card text verbatim from data/corpus_flat.txt. Depends on no unruled reading; the Svellsongur composition is #45's settled 2^v, not re-derived here.
Walked against Core Rules 2026-07-16