Combo · ENGINE
Emperor of the Sands mints TWO Might bodies, not one — the token faucet that needs no Soul Shepherd, and Royal Entourage makes it two a turn
Pieces
- Royal Entourage ×3
SFD-039 · enabler · calm
When you play me, ready or exhaust a legend.
- Emperor of the Sands ×1
SFD-197 · legend · calm/order
Your Sand Soldiers have [Weaponmaster]. 1 Energy, Exhaust: Play a 2 Might Sand Soldier unit token to your base. Use only if you've played an Equipment this turn.
- Eye of the Herald ×1
SFD-153 · enabler · order
[Equip] 1 Order Power (1 Order Power: Attach this to a unit you control.)
When I move, play a 1 Might Recruit unit token here.
Payoff
Deck
- Emperor of the Sands IS the legend, SFD-197 or SFD-247 (Calm/Order), so this is a one-legend line by construction. Royal Entourage is mono-Calm and Eye of the Herald mono-Order, so 103.1.b.3 is satisfied exactly.
Prerequisites
- TWO MIGHT IS THE ENTRY'S REAL CONTENT. 187.3: 'A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.' 143.2.a kills on damage equal to a unit's Might, and the pool's mass answer to a token swarm is `OGN-133 Flurry of Blades` (Body, E1, [Reaction], 'Deal 1 to all units at battlefields'), which kills any number of 1-Might bodies simultaneously. A Sand Soldier is not a 1-Might body, so it survives that spell with no help at all.
- WHICH NARROWS A STANDING CLAIM RATHER THAN CONTRADICTING IT. CORRECTED 2026-09-13: this said `UNL-077 Soul Shepherd` is the only card that FIXES 1-Might tokens and that it forces a Mind/Order shell on every Recruit and Bird swarm. FIVE OF THE SIX DOMAINS PRINT A FIX (re-swept 2026-09-13, every hit read rather than classified from the match): board-wide and ungated are VEN-018 Rage Amplifier (fury, E4 + 1 Power, a GEAR - so no body slot and no location clause - and STRICTLY WIDER than the Shepherd, since "Your units have +1 [M]" reaches every unit and not only tokens), UNL-077 Soul Shepherd (mind), UNL-147 Baron Nashor (chaos, E10 + 3 Power, +2) and UNL-191 Wuju Master (calm/body, a LEGEND at [Level 6], so no card slot at all); location-scoped, which costs a body slot AND fills one of the seven, are OGS-013 Garen, Commander and OGN-243 Darius, Executioner (both order). Excluded and named so nobody re-finds them: OGN-294 Trifarian War Camp, UNL-T03 Brush and VEN-159 Kinkou Temple are BATTLEFIELDS, which 485.4.a with 103.4.c makes mutually exclusive with a battlefield the line already needs; OGN-151 Lee Sin, Centered is buff-gated and location-scoped; SFD-089 Rumble, Scrapper is Mech-scoped; and VEN-130 Aurok General reaches only units that are [Empowered], which a token never is. So NO SHELL IS FORCED - a Recruit or Bird swarm can take the fix in fury, mind, chaos, calm/body or order. The entry's own point is untouched and is the better half: Emperor of the Sands never mints a 1-Might body, so he needs no fix at all. Emperor of the Sands does not need fixing: he never mints a 1-Might body, and he is Calm/Order. The two facts do not collide — one is a repair, the other is a faucet that does not break.
- THE RATE, EXACTLY. The Emperor's own exhaust is the cap, so one Sand Soldier a turn for 1 Energy; Royal Entourage refunds the exhaust once, so two for 2 Energy on that turn, three times a game (103.2.b). 415.1.c forces the order: activate first, then play the Entourage.
- THE BODIES ARE BORN AT THE BASE AND EXHAUSTED, so the walk is the bottleneck, exactly as it is for every other token line. 143.4 ('Units enter the Board exhausted') and the ability's own 'to your base' mean the pair moves in on the FOLLOWING turn — but 144.3 moves the whole accumulated swarm as ONE game action to a shared destination (144.3.a), so the delay is one turn once, not one turn per body.
- [WEAPONMASTER] REACHES THE TOKEN BY RULE. 'Sand Soldiers you play have [Weaponmaster]' is a static, 350.2 makes a token something that is played and 185.2.a keeps it from being a card, and 383.2.c.1 has an ability active in a zone apply to an object entering that zone at the same time — the same route that puts 'your Mechs have [Vision]' onto a Mech token. So each Sand Soldier may [Equip] one of your Equipment to ITSELF as it arrives.
- AND [WEAPONMASTER] SAYS 'TO ME', so it only ever frees an Equipment whose text does not depend on its carrier. Eye of the Herald qualifies: 'When I move, play a 1 Might Recruit unit token here' works on any body, so the free attach rides the Sand Soldier and its walk to the battlefield also mints a Recruit there. A carrier-dependent Equipment (Svellsongur, Skyfall) can never be placed this way.
- ONE EQUIPMENT, ONE ATTACHMENT AT A TIME. 434.1.f detaches Eye of the Herald from its previous carrier every time a new Sand Soldier claims it, so the Recruit rider follows the newest body and does not multiply.
Steps
- Deck-build under an Emperor of the Sands legend (SFD-197 or SFD-247) and play Eye of the Herald at some point in the turn — that alone satisfies 'Use only if you've played an Equipment this turn' for every activation that turn.
- Activate the legend: 1 Energy and its exhaust, playing a 2 Might Sand Soldier token to your base. 143.4 has it enter exhausted.
- As it is played, its granted [Weaponmaster] offers an [Equip] of one of your Equipment to itself for one rainbow less; Eye of the Herald's [Equip] is exactly one Order rune, so 356.6 takes it to 0 and the attach is free.
- Play Royal Entourage and choose 'ready a legend'. 415.1.c is why this follows the activation instead of preceding it.
- Activate the legend again for a second Sand Soldier, 1 more Energy. The Equipment condition is still satisfied — it is measured on the turn, not on the activation.
- On your next turn the accumulated Sand Soldiers are readied by 315.1.b and walk in together: 144.3 makes multiple Standard Moves one game action and 144.3.a fixes a shared destination. The body carrying Eye of the Herald mints a 1 Might Recruit at that battlefield as it arrives.
- `OGN-133 Flurry of Blades` clears the Recruit and leaves every Sand Soldier alive at 1 damage marked, which 143.3.b.1 heals at the end of the turn.
How it ends
engine only — one 2 Might body a turn for 1 Energy, two on each of the three turns a Royal Entourage is spent, all born at the base and walking in as one action the turn after; nothing here scores
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-rules-second-pass.md), issue #170 2026-09-07 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 2026-09-07, issue #170, from `royal-entourage-readies-your-legend`. Both SFD-039 and SFD-197/SFD-247 were in ZERO entries. Card text verbatim from data/corpus_flat.txt; SFD-197 and SFD-247 are two printings of one legend name, and corpus_flat.txt carries the text under SFD-247. The content is 187.3: the pool's token discussion is written around 1-Might Recruits and Birds and the Soul Shepherd repair, and the Sand Soldier simply is not in that class. Trap check: the bodies are stated as born at the base and exhausted (143.4) with the walk priced by 144.3 rather than waved away; [Weaponmaster]'s 'to me' is cited so no carrier-dependent Equipment is claimed; 356.6 is cited for the free attach rather than assumed; 434.1.f is cited so the Recruit rider is not multiplied; the Emperor's exhaust is named as the real cap and 103.2.b caps the Entourages.
Walked against Core Rules 2026-07-16