Combo · ENGINE
Shepherd's Heirloom is the only Equipment in the pool whose attach costs neither Energy nor Power — and it hands you the XP it spends
Pieces
- Shepherd's Heirloom ×3
UNL-158 · payoff · order
When you play this, gain 1 XP. [Equip] — Spend 1 XP (Pay the cost: Attach this to a unit you control.)
- Enthralling Protector ×3
UNL-162 · engine · order
[Hunt] (When I conquer or hold, gain 1 XP.) Spend 2 XP: [Buff] me. (Give me a +1 Might buff if I don't have one.)
Payoff
Deck
- Both cards are mono-Order, so 103.1.b.3 admits any legend with Order in its pair: SFD-201/SFD-249 Chem-Baroness, UNL-199/UNL-235 Deceiver, SFD-197/SFD-247 Emperor of the Sands, VEN-147/VEN-193 Eye of Twilight, SFD-205/SFD-251 Grand Duelist, UNL-195/UNL-233 Green Father, OGN-253/OGN-302 Hand of Noxus, VEN-155/VEN-197 Heart of the Tempest, OGN-265/OGN-308 Herald of the Arcane, UNL-203/UNL-237 Keeper of the Hammer, OGS-021 Lady of Luminosity, VEN-153/VEN-196 Matriarch of War, OGS-023 Might of Demacia - Starter, UNL-187/UNL-229 Piltover Enforcer, OGN-261/OGN-306 Radiant Dawn, OGN-269/OGN-310 The Boss, SFD-187/SFD-243 Void Burrower.
Run play
Prerequisites
- IT REFINES A MEASUREMENT THIS PROJECT MADE THREE DAYS AGO. The standing finding is that every [Equip] cost in the pool containing Energy also contains a rune, so a 1-Energy rebate can never free an attach. That is still true — and this card is the reason the finding has to be worded about ENERGY-BEARING costs and not about attaches in general: the Heirloom's attach is free of both currencies, so no discount card is needed to make it so.
- THE XP IS A REAL COST IN A LEVEL DECK AND FREE IN ANY OTHER. 730.2 — 'To Spend XP, reduce the value of XP marked on the Player spending it' — and 824.1.d: a [Level N] ability 'will be Inactive as soon as the controlling player has less than [N] XP'. So paying the Heirloom's cost can switch off a Level ability you were relying on. In a deck with no [Level] clauses the XP has no other use and the attach is genuinely free; in one that has them, Enthralling Protector's [Hunt] is what keeps the balance positive. CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md): "no other use" is one sweep short. Swept 2026-10-18 over data/corpus_flat.txt for "spend N XP": eleven cards print it, none inside a [Level] clause. Besides the Heirloom, nine can share a deck with it under 103.1.b.3: UNL-162 Enthralling Protector, UNL-164 Safety Inspector and UNL-178 Poppy, Defender of the Meek (Order); UNL-102 Crowd Favorite, UNL-109 Blood Rose and UNL-119 Kha'Zix, Evolving Hunter (Body, under a Body/Order legend); UNL-126 Megatusk and UNL-140 Conscription (Chaos, under VEN-155 Heart of the Tempest, the Order/Chaos legend); and the Body/Order legend UNL-203 Keeper of the Hammer itself ("Spend 3 XP, :rb_exhaust:: Draw 1."). The Body/Chaos legend UNL-201 Voidreaver is the one that cannot. This entry's own Protector is among them: "Spend 2 XP: [Buff] me." So each copy's first attach is XP-neutral, paid by its own play trigger, and every attach after it spends a point that has other uses in any deck running one of the nine.
- THE CARD IS NET-ZERO ON XP BY ITSELF: play it (gain 1), attach it (spend 1). So a deck can run three of them with no XP engine at all and pay nothing but the E2 each. Everything the [Hunt] adds is surplus.
- M+2 IS THE WHOLE PAYOFF AND IT IS NOT SMALL FOR THE PRICE: 434.1.d modulates the carrier's Might by the Might Bonus of everything attached, so E2 with no rune is the cheapest +2 Might in the pool that does not also cost a domain Power to attach.
- 818.1 STILL APPLIES: the [Equip] is an Activated Ability, so attaching is never playing (no 'when you play this' trigger fires from it), and 434.1.g means re-attaching it to its current carrier does nothing. CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md): the entry never said when the [Equip] can be paid. It is an Activated Ability with neither [Action] nor [Reaction], so 381 ("All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.") with 308.1.a ("Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.") put it on your own turn and outside every showdown and combat (308.1). The +2 is set before combat, and a one-Energy [Action] in their combat, SFD-135 Factory Recall ("Return a gear to its owner's hand.") or OGN-004 Cleave ("Give a unit [Assault 3] this turn."), cannot be met by moving it. Nor can an attached Heirloom move itself: 718.2 ("While in this state, the card’s printed Rules Text is Inactive.") with 721.2 ("Inactive Abilities do not trigger, do not apply, and cannot be activated."), so its own [Equip] never reaches 434.1.g.
- [HUNT] IS PRINTED THREE WAYS — [Hunt], [Hunt 2], [Hunt 3] — so a sweep for the family has to open with the bare bracket-prefix and not with '\[Hunt\]'. Enthralling Protector carries the plain one.
- NO ANSWER WAS NAMED - ADDED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md). Killing the carrier does not answer the Heirloom: it comes home and goes onto the next unit for 1 XP (see netPerIteration). The play counted, over the 247 cards its Fury/Chaos Jinx opponent could run, nine that kill, banish, return, detach or give [Temporary] to an opponent's gear. One rune: OGN-179 Acceptable Losses (Chaos, E1, "Each player kills one of their gear."), SFD-005 Detonate (Fury, E1 + 1 Fury Power, "Kill a gear. Its controller draws 2.") and SFD-135 Factory Recall (Chaos, E1). Two: VEN-003 Brittle Steel ("Kill a gear.") and SFD-011 Angle Shot, a [Reaction] that can detach it in the middle of your attack. Three: VEN-102 Ravenbloom Prefect ("When an opponent plays a gear, you may banish me to banish it."), before it is ever attached. Four or more: OGN-180 Fading Memories, OGN-022 Thermo Beam ("Kill all gear.") and SFD-147 Downwell. Against the play's 4-Might carrier on their first turn facing it, nine one-rune cards in that identity took the battlefield back (the play's section 5).
Steps
- Play Shepherd's Heirloom (E2). Its play trigger gives you 1 XP.
- Activate its [Equip] and pay the cost by spending that same XP (730.2). The Attach happens with no Energy and no Power leaving your pool.
- 434.1.c appends its Effect Text to the carrier and 434.1.d gives the carrier +2 Might.
- Play Enthralling Protector (E2) and garrison a battlefield with it. 823.1.b makes its [Hunt] a conquer effect and a hold effect both, so it banks 1 XP every Beginning Phase you hold there and again on every Conquer.
- Spend that surplus on the second and third Heirloom, or on the Protector's own 'Spend 2 XP: [Buff] me' — but count 824.1.d first if the deck runs any [Level] clause. CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md): the second and third Heirloom need no surplus, since each one's play trigger pays its own first attach. The surplus pays for a re-attach after a carrier leaves the board (see netPerIteration), and in the play the faucet's XP went to Poppy, Defender of the Meek and Keeper of the Hammer's draw first.
Per iteration
one attached +2 Might for E2 and nothing else, repeatable three times (103.2.b), with the XP the card spends supplied by the card itself CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md): "supplied by the card itself" is true once per copy. When the carrier leaves the board the Heirloom detaches (719.5: "When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.") and comes home (457.1, whose example is this case: "If the unit dies, the Equipment will be recalled during the next cleanup."). Re-attaching it costs 1 XP with no play trigger to refund it (818.1: attaching is never playing). That is the only place the [Hunt] faucet ever pays for the Heirloom.
How it ends
engine only — three Heirlooms at E2 each and an XP faucet that outruns them; nothing here scores, and 824.1.d is the only thing spending the XP can cost you CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md): 824.1.d is not the only cost. Nine other cards that can share the deck spend XP outside any [Level] clause, the entry's own Protector among them (see the second notable).
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 (docs/phase0/walks/2026-09-07-uncatalogued-order.md), issue #180 2026-09-07 record
- Run play 2026-10-16, issue #380 2026-10-16 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 #180 — the first entry to use UNL-158 or UNL-162. Card text verbatim from data/corpus_flat.txt. The uniqueness claim was made by extracting every [Equip] cost string in the corpus and reading each one, and the four shapes are named in the uses[] note so the claim is refutable in one command. It deliberately corrects the SCOPE of this project's own three-day-old measurement rather than contradicting it. Trap check: 730.2 and 824.1.d are cited so spending XP is priced as a real cost rather than waved through, which is the correction the project already applied to wuju-master-blood-rose-level; 818.1 and 434.1.g are cited so attaching is not confused with playing and the attach is not claimed to repeat; 823.1.b is cited for [Hunt] being both a conquer and a hold effect; the three printed forms of [Hunt] are named so a future sweep does not miss two thirds of the family. CORRECTED 2026-10-18 (#392, from the run play docs/plays/2026-10-16-the-heirloom-took-b-from-a-three-and-kept-jinx-off-it-then-went-home-when-its-carrier-died.md), and kept verified: the entry's claims about the card hold. It is still the only Equipment whose [Equip] costs no Energy and no Power, and the first attach of each copy is XP-neutral. What was wrong is prose around it: the XP has other uses in nine cards that can share the deck, the Protector included; "supplied by the card itself" holds for the first attach only (719.5, 457.1), so step 5's surplus pays for re-attaches, not for the second and third copy; the [Equip] is your turn, outside showdowns only (381, 308.1.a), and an attached Heirloom cannot move itself (718.2, 721.2); and the answers were missing. Citations added and read: 103.1.b.3, 308.1, 308.1.a, 381, 457.1, 718.2, 719.5, 721.2. Card text verbatim from data/corpus_flat.txt.
Walked against Core Rules 2026-07-16