Combo · ENGINE
The fourth route to making the opponent attack on your turn — and the only one that pumps your garrison with the same card
Pieces
- Shadow Dash ×1
VEN-148 · engine · calm/order
Move an enemy unit to a battlefield where you have units. If you have exactly two units there, they each get +1 Might this turn. [Flow] 5 Energy + 2 Power of any domain (You may play this from your trash for its Flow cost. Then banish it.)
- Eye of Twilight ×1
VEN-147 · payoff · calm/order
[Action][>] Exhaust: Give a friendly unit [Tank] this turn. (It must be assigned combat damage first.)
Payoff
Deck
- ONE LEGEND: Shadow Dash is a Signature card tagged Shen, so 103.2.d.2 forces the pool's one Shen legend, Eye of Twilight (VEN-147), Calm/Order — the spell's own two domains, a matched pair.
- 103.2.d.1 caps the deck at three Signature cards, and three Shadow Dashes spend all of it.
- EXACTLY TWO friendly units at the destination battlefield — the spell's own bonus clause is a condition on the number, not a floor.
Prerequisites
- IT IS A FOURTH ROUTE TO A MECHANISM THE CATALOGUE ALREADY HAS THREE OF, AND HERE IS HOW IT DIFFERS. 190.3.a.1 and 450 key Contested on the MOVED unit's controller — 450: 'The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved' — so 464.2.c.1 makes THEM the Attacker on YOUR turn. `UNL-050 Iascylla` does it free and repeating; `OGN-043 Charm` does it in Calm/Mind; `UNL-139 Bone Skewer` pulls the body out of their HAND in Fury/Chaos. Shadow Dash is the only one that PICKS a body already on their board AND pumps your garrison with the same card, and the only one in Calm/Order.
- THE [TANK] GRANT IS BOUGHT AFTER THE ATTACKERS ARE DECLARED. The legend carries [Action], and 806.1.b lets it be activated 'during Showdowns, even when it is not the Controlling player's turn' — so you see the combat before choosing the body. 815.1.c.2 then does the work: 'Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them', so every point the dragged unit assigns is funnelled into the one body you nominated and nothing else of yours can legally be touched.
- 'EXACTLY TWO' IS A CONDITION, NOT A MINIMUM, and it is the number the entry is built around: two friendly units at that battlefield, +1 Might each, so their summed Might under 465.2.c is (a + b + 2). A third body switches the bonus off entirely — one of the rare cases where a bigger garrison is worse.
- AND THE BODY GOES HOME, NOT TO YOU. 466.1.a.2 inserts '3d. Recall Attackers present at the Battlefield if Defenders are still present', and 455 sends a Recall to its Base — so a dragged unit that survives returns to THEIR base. This is tempo and removal, never theft, and any reading that treats it as a steal is wrong.
- THE DRAG ITSELF IS NOT A TARGETED KILL, SO IT GOES WHERE REMOVAL CANNOT. Nothing is damaged and nothing is chosen for destruction: a body with a printed 'can't be chosen by enemy spells and abilities' clause still has to be MOVED by name here, so [Deflect] (809.1.c) and prohibitions do apply to the move — this is stated because the catalogue's evacuation entries mostly turn on programmatic selection (355.10.d) and this one does not.
- [FLOW] AT 5 ENERGY + 2 RAINBOW IS EXPENSIVE AND IS STILL WORTH NAMING: 829.1.b gives one replay per copy, so three copies are six drags a game, and 108.6.c makes each replay final.
Bodies no card supplies
Have exactly two friendly units at a battlefield you control
Steps
- Have exactly two friendly units at a battlefield you control.
- Play Shadow Dash (2 Energy + 1 Power): move an enemy unit to that battlefield. Your two units each get +1 Might this turn.
- 450 and 190.3.a.1 apply Contested through THEIR unit, so 464.2.c.1 makes them the Attacker; the next Cleanup stages and opens the Combat (323.9, 323.13).
- Inside the combat, exhaust Eye of Twilight at [Action] speed: give the bigger of your two units [Tank] this turn.
- 815.1.c.2 makes your other body an invalid assignment until the Tank has lethal, so all of the dragged unit's damage lands where you chose.
- 465.2.c: your summed Might is the two bodies plus 2. If it reaches the dragged unit's Might it dies; if not, 466.1.a.2 recalls it to their base and 466.1.a.1 heals everything.
Per iteration
one enemy unit dragged off its battlefield and into a fight you chose, with +2 summed Might and all of its damage funnelled into one body of yours
How it ends
engine — one enemy body pulled out of position and fought on your own terms per Shadow Dash, six a game with the [Flow] replays; no point is scored, because 466.5 gives Control only to a player who did not already have it
Sources
Published elsewhere
- 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, issue #173 — the orphan dual-domain Signature spells 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.
VEN-148 Shadow Dash was in ZERO entries; VEN-147 Eye of Twilight appears in two others (`eye-of-twilight-zephyr-sage-tank-redirect`, `royal-entourage-eye-of-twilight-double-tank`), both of which grant [Tank] against an attack the OPPONENT chose to make — this entry schedules the attack itself, which is the different number. Card text verbatim from data/corpus_flat.txt; 103.2.b, 103.2.d.1, 103.2.d.2, 108.6.c, 190.3.a.1, 323.9, 323.13, 450, 455, 464.2.c.1, 465.2.c, 466.1.a.1, 466.1.a.2, 466.5, 806.1.b, 809.1.c, 815.1.c.2, 829.1.b opened in the Core Rules file. The comparison with the three existing routes to the same mechanism is stated in the first notable, as the catalogue requires of a fourth member of a family.
Walked against Core Rules 2026-07-16