Combo · ENGINE
[Accelerate]'s Power is domain-locked, and Riot's own worked example is that it survives being played for free
Pieces
- Sharkling ×1
UNL-006 · payoff · fury
[Accelerate] (You may pay 1 Energy + 1 Fury Power as an additional cost to have me enter ready.) [Assault 4] (+4 Might while I'm an attacker.)
- Legion Rearguard ×1
OGN-010 · engine · fury
[Accelerate] (You may pay 1 Energy + 1 Fury Power as an additional cost to have me enter ready.)
Payoff
Deck
- Mono-Fury, so any of the sixteen legend names carrying Fury holds it (103.1.b.1): Daughter of the Void (OGN-247), Relentless Storm (OGN-249), Loose Cannon (OGN-251), Hand of Noxus (OGN-253), Dark Child - Starter (OGS-017), Mechanized Menace (SFD-181), Purifier (SFD-183), Glorious Executioner (SFD-185), Void Burrower (SFD-187), Virtuoso (UNL-181), Pridestalker (UNL-183), Bloodharbor Ripper (UNL-185), Piltover Enforcer (UNL-187), Rogue Assassin (VEN-139), Butcher of the Sands (VEN-141), Master of Shadows (VEN-143).
- FURY Power specifically for each [Accelerate] — see the first notable. Two bodies accelerated in one turn is two Fury Power, not two rainbow.
Prerequisites
- THE [ACCELERATE] POWER IS DOMAIN-LOCKED, WHICH IS THE PRACTICAL TRAP. 805.1.a: 'Accelerate is functionally short for "As you play me, you may pay [1][C] as an additional cost. If you do, I enter ready"', and 805.1.a.1: 'If the unit has one or more domains, the Power portion of the Accelerate cost can be paid only with a Power that matches one of the domains of the unit.' 805.1.a.2 gives the rainbow only to a DOMAINLESS unit. A list that plans to accelerate two Fury bodies on one turn needs two Fury Power, and a rune of the wrong colour will not do.
- AND RIOT'S OWN WORKED EXAMPLE IS THAT IT SURVIVES A FREE PLAY. 356.1.b.3 names `OGN-010 Legion Rearguard`: 'They ignore Legion Rearguard's Base Cost of 2 Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its Total Cost and must be paid.' So any effect that plays a unit ignoring its cost still lets you buy the ready — the Rearguard is the rules text's own instance of that, and it is why an [Accelerate] body is a better reanimation target than a vanilla one.
- IT BEATS 143.4 AND IT IS NOT A READY. 143.4: 'Units enter the Board exhausted', with 143.4.a: 'This can be altered by Accelerate or similar game effects.' But 415.1 defines Readying as marking a Game Object already on the Board, so 'enters ready' grants no exhaust back to anything else and nothing that watches a ready can see it — a distinction the catalogue keeps having to restate.
- THE ARITHMETIC IS A SURPRISE AND IT IS THE REASON FOR THE PAIR: `UNL-006 Sharkling` is Might 1 and [Assault 4], which 807.1.c turns into Might 5 the instant it is an attacker. Accelerated, it lands and swings for 5 in the same Main Phase at a total of 4 Energy + 1 Fury Power — and 465.2.c reads that 5, while any removal aimed at it on the opponent's turn reads a 1.
- SO IT IS A BODY WITH TWO DIFFERENT SIZES, and the entry says which is which: 5 while attacking, 1 at every other moment. It dies to a single point of damage on the opponent's turn (143.2.a) and to `OGN-133 Flurry of Blades` for 1 Energy — this is a tempo card, not a board presence.
- 807.2 SUMS ON TOP OF THE PRINTED 4: 'the Assault Value of all granted Assault keywords is summed', so a Captain Farron or a Blood Rush adds to the Sharkling's 4 rather than replacing it, and the same body swings for 7 or more without ever becoming durable.
Steps
- Bank a Fury Power for each body you intend to accelerate this turn — 805.1.a.1 will not accept any other domain.
- Play Legion Rearguard (2 Energy) paying [Accelerate]'s 1 Energy + 1 Fury Power: it enters ready.
- Play Sharkling (3 Energy) paying its own [Accelerate]: 1 Energy + 1 Fury Power, and it enters ready too.
- Move both into the enemy battlefield as one game action (144.3, 144.3.a), paying each unit's exhaust (144.2).
- The Sharkling's [Assault 4] makes it Might 5 while attacking (807.1.c); the Rearguard is Might 2. 465.2.c sums 7 on your side.
- If either body is later played from a trash or a hidden zone ignoring its cost, 356.1.b.3 still lets you buy the ready.
Per iteration
a 5-Might and a 2-Might attacker on the turn they land, at the price of one Fury Power each
How it ends
engine — two bodies that arrive able to attack the turn they are played, for 4 Energy + 2 Fury Power in total; nothing here scores beyond the Conquer the combat produces (466.5.d)
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 uncatalogued Fury / Chaos cards 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.
UNL-006 Sharkling and OGN-010 Legion Rearguard were both in ZERO entries. OGN-010 is one of the Core Rules' own named worked examples (356.1.b.3), which the project records as the cheapest vein to mine. Card text verbatim from data/corpus_flat.txt; 103.1.b.1, 143.2.a, 143.4, 143.4.a, 144.2, 144.3, 144.3.a, 356.1.b.3, 415.1, 465.2.c, 466.5.d, 805.1.a, 805.1.a.1, 805.1.a.2, 807.1.c, 807.2 opened in the Core Rules file. 805.1.a.1's domain lock is a first citation for this catalogue. No unruled reading.
Walked against Core Rules 2026-07-16