Combo · ENGINE
One board shape, three cards — the exactly-two garrison read as a whole
Pieces
- Shen, Leader of the Kinkou Order ×1
VEN-138 · payoff · order
[Shield] (+1 Might while I'm a defender.) When I hold, if there is exactly one other unit you control here, you score 1 point.
- Disciple of Shen ×1
VEN-117 · enabler · order
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) I have [Shield 3] while I'm at a battlefield with exactly one other unit you control. (+3 Might while I'm a defender.)
- Hand Hammer ×1
VEN-027 · engine · calm
[Equip] 1 Calm Power (1 Calm Power: Attach this to a unit you control.)
I have +2 Might while I'm at a battlefield with exactly one other unit you control.
Payoff
Deck
- Any Calm/Order legend. The pool prints FOUR names across eleven printings, measured against data/cards.json rather than typed: Radiant Dawn (OGN-261 / OGN-306), Emperor of the Sands (SFD-197 / SFD-247), Green Father (UNL-195 / UNL-233), Eye of Twilight (VEN-147 / VEN-193). VEN-138 and VEN-117 are mono-Order and VEN-027 is mono-Calm, so the union is exactly {calm, order} under 103.1.b and all four are legal.
- None of VEN-138, VEN-117 or VEN-027 appears in data/legality.json, whose 21 rows were checked on 2026-09-14, and none carries the Signature supertype.
Run play
Prerequisites
- THE POOL PRINTS A SEVEN-CARD CYCLE THAT ALL READS ONE BOARD SHAPE, AND THE CATALOGUE HAS IT PAIRWISE AND NEVER AS A SHAPE. Swept for a printed exactness over data/corpus_flat.txt, eight cards carry one and seven of them ask for the SAME thing — a battlefield where you control exactly two units: VEN-027 Hand Hammer (+2 Might), VEN-042 Shen, Scourge of Shadows (draw 1 on a hold), VEN-117 Disciple of Shen ([Shield 3]), VEN-119 Keeper of Law (costs 2 Energy and an Order rune less), VEN-129 Sacred Protector (deals no combat damage WITHOUT it), VEN-138 Shen, Leader of the Kinkou Order (score 1 point on a hold) and VEN-148 Shadow Dash (+1 Might to both). Five are Order, one Calm, one Calm/Order — a designed Vendetta cycle. Measured over 767 entries on 2026-09-14: exactly TWO entries use two members, shen-duo-mutual-hold and sacred-protector-disciple-of-shen-pair, and NONE uses three.
- THE EXACTNESS IS SELF-LIMITING, WHICH IS THE WHOLE REASON THREE CARDS FIT ON TWO BODIES. Every clause in the cycle is switched off by a THIRD friendly body at that battlefield, so the cards cannot be stacked by adding more of them — 103.2.b lets you own three Shen and you may never stand two of them together. What you stack instead is CLAUSES on the same two bodies, and that is a different resource from copies: the board shape is one thing and it pays three cards at once, for free, forever.
- THE WALL THIS BUILDS, WITH EVERY MODIFIER COUNTED. 137.3 makes a Might Bonus modulate the carrier's Might, so Hand Hammer on Shen is +1 from the printed bonus and +2 more from its Effect Text once the shape holds: Shen is Might 10. 814.1.c makes [Shield] short for 'While I am a defender, I have +X [M]' and 814.1.b.3 presumes X = 1 when omitted, so defending he is Might 11 and the Disciple is Might 4. Fifteen summed Might on defence (465.2.b) for E10 and 3 Power across three cards, two of which are two-Energy.
- THE RATE, AND WHY IT IS AN ENGINE RATHER THAN A FINISHER. 315.2.b.2 Holds every battlefield you control at the start of your Beginning Phase, so the pair pays the Hold's own Score point (471.1) plus Shen's ability point (194.1.c, R2 = A) — TWO a turn at that battlefield, forever, and the exactness forbids raising it there. 470 caps Scoring once per battlefield per turn and 485.4 puts two on a Duel table, so a second Shen at the second battlefield is the only way up and it costs another six Energy and two Power. Nothing here bursts.
- THE POINT OF FAILURE IS ONE ENERGY AND IT IS THE CHEAP HALF OF THE PAIR. 814.1.d — 'Being a defender means the Unit has gained the Defender designation during Combat' — so the Disciple's [Shield 3] exists only inside a combat and it is printed MIGHT 1 the rest of the time. OGN-169 Gust (Chaos, E1, [Reaction], 'Return a unit at a battlefield with 3 Might or less to its owner's hand') bounces it at Reaction speed, and OGN-133 Flurry of Blades (Body, E1, [Reaction], 'Deal 1 to all units at battlefields') kills it outright — and losing it switches off Shen's point, the Hand Hammer's +2 AND the Disciple's own Shield in one card. The answer in this identity is VEN-018 Rage Amplifier's +1 for a Flurry, which is FURY and illegal here; what Calm/Order has instead is a different partner, below.
- CHEAP AND FRAGILE AGAINST EXPENSIVE AND DURABLE, ON THE SAME BOARD SHAPE, AND NEITHER ENTRY SAID SO. shen-duo-mutual-hold runs VEN-042 Shen, Scourge of Shadows as the partner: Calm, E5 + 1 Power, MIGHT 6, drawing a card on each Hold instead of shielding. It costs three more Energy and a Power and it is out of reach of both one-Energy answers above. This entry's partner is E2, is [Hidden] so 811.1.b plays it for nothing from the turn after it is hidden, and dies to either. They are the same line with opposite trade-offs and a deck picks one; cross-reference both before choosing.
- AN ENEMY BODY DRAGGED ONTO YOUR BATTLEFIELD DOES NOT BREAK IT. Every clause in the cycle counts units YOU CONTROL, and 355.2.a confines an opponent's plays to their own base or a battlefield they control — so the only way they reach your count is a mover, and a unit they move there is still theirs. The count that can break is YOUR OWN, which is why the third body is the thing to watch and their board is not.
- VEN-129 Sacred Protector IS THE CYCLE'S TRAP AND IS DELIBERATELY NOT IN uses. It reads 'I don't deal combat damage unless I'm at a battlefield with exactly one other unit you control' — the exactness is a PENALTY it escapes rather than a bonus it earns, so adding it as a third body would switch off Shen, the Hand Hammer and the Disciple in order to switch itself on. sacred-protector-disciple-of-shen-pair is the entry for it, and its own terminatesIn says 'nothing here scores'; this entry is what happens when the cycle's defensive half is finally put under its point card.
Steps
- Take a battlefield. 190.1 establishes Control through play, and until you have it 190.6.d ignores everything its text says — the same is true of nothing here, but the Hold you are building toward needs the battlefield to be yours.
- Hide VEN-117 Disciple of Shen there. 811.1.b hides a card face down 'at a battlefield you control that doesn't already have a facedown card hidden there', and from the next turn it is played ignoring its base cost — so the two-Energy body is usually free.
- Play VEN-138 Shen, Leader of the Kinkou Order (E6 + 2 Order Power) to the same battlefield and flip the Disciple. Stop there. The board you want is exactly these two.
- Attach VEN-027 Hand Hammer to Shen for one Calm rune. 818.1 makes [Equip] a separate Activated Ability with its own cost, so this is paid on top of the gear's own E2 and 359.2.d had already entered it ready at your base.
- Now read the board once and notice that three different cards are reading it. Shen: 'if there is exactly one other unit you control here' — the Disciple, and 383.2.a.1 makes that count part of his Trigger Condition rather than his Effect. The Disciple: 'while I'm at a battlefield with exactly one other unit you control' — Shen. The Hand Hammer, whose 'I' is its carrier (053.2, 136.2.d): the same clause again, now about Shen.
- Sizes, with every modifier counted. 137.3 gives Shen the Hammer's Might Bonus of 1 and its Effect Text adds 2, so he is Might 10; 814.1.c with 814.1.b.3 adds 1 more while he is a defender, so 11. The Disciple is Might 1, and 3 more while defending, so 4. Fifteen summed Might on defence under 465.2.b.
- Every Beginning Phase from here: 315.2.b.2 Holds all battlefields you control, 469.2 pays the Hold's own point through 471.1, and Shen's condition is met so 194.1.c gains a second one by ability. Two a turn, for as long as exactly the two of them stand there.
Per iteration
+2 points per turn at one battlefield (one Score by Hold, one ability Gain), for zero ongoing cost
How it ends
engine — two points a turn at one battlefield for as long as EXACTLY two friendly bodies stand there; the exactness forbids scaling it with more copies, 470 and 485.4 cap Scoring at two battlefields a turn, and nothing in the line bursts
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (VEN-138, VEN-117, VEN-027, VEN-042, VEN-119, VEN-129, VEN-148, OGN-169, OGN-133) 2026-07-16
- Rules reading R2 = A, ruled 2026-09-03 (GitHub issue #11): a card-text point is a 194.1.c Gain and not a 469 Score, so 470's cap does not reach it 2026-09-03
Walked here, in this project
- Hand walk 2026-09-14 (docs/phase0/walks/2026-09-14-the-exactly-two-cycle.md), issue #200 — synthesized from a board SHAPE rather than from a card 2026-09-14 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.
SYNTHESIZED, not extracted (#200), and the target was a BOARD SHAPE rather than a legend pair or a card. Sweeping data/corpus_flat.txt for a printed exactness returns eight cards and seven of them ask for the same thing — a battlefield where you control exactly two units — which is a designed Vendetta cycle across Calm and Order. The catalogue held it pairwise: two entries use two members each and none used three, and the one that pairs the cycle's defensive cards says in its own terminatesIn that nothing there scores. This is that half put under the cycle's point card. Hand-walked with every cited paragraph opened and pasted; the partner trade-off against shen-duo-mutual-hold and the one-Energy answer to the Disciple are both stated rather than left for a reader to find.
Walked against Core Rules 2026-07-16