Combo · ENGINE
Forgotten Signpost moves Corina a second time — three Recruits at each of two battlefields
Pieces
- Forgotten Signpost ×1
UNL-045 · engine · calm
[Action][>] Exhaust a unit you control, Exhaust: Move a different unit you control to the location of the unit you exhausted to pay for this ability.
- Corina Veraza ×1
SFD-179 · payoff · order
[Accelerate] (You may pay 1 Energy + 1 Order Power as an additional cost to have me enter ready.) When I move to a battlefield, play three 1 Might Recruit unit tokens here.
Payoff
Deck
- Legend domains must cover Calm and Order: SFD-247 Emperor of the Sands, OGN-261 Radiant Dawn, UNL-195 Green Father or VEN-147 Eye of Twilight. None carries a ban marker.
Prerequisites
- YOU MUST ALREADY CONTROL BOTH BATTLEFIELDS, AND THAT IS THE PREREQUISITE ISSUE #58 DID NOT STATE. Corina's Recruits are PLAYED, and 355.2.a limits that to 'the controller's Base or a Battlefield the controller controls'. Two landings therefore mean two battlefields you control — and 485.4 fixes 'Battlefield Count: 2' in a Duel, so this line asks for the whole board. Taking each one is part of the cost (190.1: 'Control is established over Battlefields through the course of play').
- THE SIX RECRUITS DO NOT CONCENTRATE, AND #58's '2 moves x 6 = 12 at The Grand Plaza' IS WRONG. 359.3.f.2 reads 'here' ON EXECUTION, so each landing drops its three where Corina actually is; two landings are two different battlefields. The same correction is already written into corina-svellsongur-plaza (issue #48) and this entry does not contradict it. What you get is 3 at B and 3 at C.
- WHY THE SIGNPOST MOVE IS LEGAL AT ALL, WHICH IS THIS ENTRY'S REAL CONTENT. 420.2 makes Moving a Limited Action and 420.2.a says players move Game Objects only 'when instructed to do so by Game Effects or costs'; 420.3/420.3.a put the exhaust cost on the STANDARD Move alone; 144.4 restricts destinations 'with their Standard Move' alone; and 810.1.c.3 confirms [Ganking] 'does not give additional abilities or activations of Movement, only new options for the Standard Move'. So the Signpost moves an EXHAUSTED Corina from battlefield to battlefield with no [Ganking] and no exhaust, for 0 Energy and 0 Power. 447.2.a and 447.2.b are the only invalid destinations for 'Moves of all kinds' and neither exists in a Duel.
- ITS [Action] IS LOAD-BEARING: 151.2 would otherwise confine a gear ability to 'the controlling player's Main Phase during an Open State, and not during a Showdown'. 806.1.d confirms '[Action][>]' is the ability form and 806.1.c.2 its plain-language equivalent.
- THE ARITHMETIC WITH THE QUANTITIES DECLARED (1 Corina, 1 Signpost, 1 ready friendly unit at the second battlefield). Landings on a battlefield this turn = 2 (Standard Move + Signpost). Recruits per landing = 3. Total 6, as 3 + 3. Finishing-turn cost 8 Energy + 2 Power: Corina 7 Energy + 1 Power, [Accelerate] 1 Energy + 1 Order Power (805.1.a), Signpost activation 0 + 0; the gear's own 2 Energy was paid on an earlier turn (149.1: 'Gear enter play Ready').
- CORINA LEAVES B BUT THE THREE RECRUITS SHE LEFT KEEP IT, so 323.6 does not strip your Control of it, and 315.2.b.2 ('The Turn Player Holds all Battlefields they Control') scores BOTH in your next Beginning Phase. That is the payoff of the entry.
- THE CHEAPER VARIANT: skip [Accelerate] entirely. Corina enters exhausted at your base (143.4) and the Signpost moves her, exhausted, to her one landing — minus 1 Energy and minus 1 Order Power, at the price of a ready friendly unit already standing there.
- WHAT LIMITS IT. The destination is not chosen freely: it is wherever the unit you exhausted stands, and 'a different unit you control' forbids Corina paying her own cost. The Signpost exhausts itself, so it is ONE activation per turn cycle unless something readies it — the five cards that ready gear are VEN-149, VEN-150, SFD-221, OGN-162 and VEN-068 (issue #56). There is no [Repeat] here, so 820.1.c.3 is not involved, and this is not a loop.
- The Recruits are 187.1 tokens with no [Temporary], so 816.1.b never touches them, and they enter exhausted (143.4), which does not matter for garrisoning or Holding.
Steps
- On an earlier turn, play Forgotten Signpost for 2 Energy (149.1: it enters ready) and establish Control of both battlefields.
- Play Corina Veraza for 7 Energy + 1 Power, paying [Accelerate]'s 1 Energy + 1 Order Power so she enters ready (805.1.a, against 143.4).
- Standard-Move her from base to B (144.4.a; the cost is her own exhaust, 144.2). Her trigger plays three Recruits at B (355.2.a: you control it).
- Activate the Signpost: exhaust a ready friendly unit standing at C and exhaust the Signpost itself. Move Corina — exhausted, which 420.3.a makes irrelevant — to C.
- Her trigger fires again on the new landing: three Recruits at C. Six Recruits, split 3 and 3, because 359.3.f.2 reads 'here' on execution.
- The Recruits garrison both battlefields, so 323.6 leaves your Control intact and 315.2.b.2 Holds both in your next Beginning Phase.
Per iteration
a second landing for Corina at 0 Energy and 0 Power, worth three more Recruits, once per turn cycle
How it ends
engine only — six bodies across two battlefields and two Holds next Beginning Phase; it scores no points by itself
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Movement lens — issue #58 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 2026-09-06 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 2026-09-06 (docs/phase0/walks/2026-09-06-movement-lens-candidates.md), issue #58 candidate 5, REWRITTEN. Two things the candidate got wrong: (1) its cross-reference to issue #48 claimed '2 moves x 6 = 12 Recruits' at The Grand Plaza, which 359.3.f.2 forbids — each landing drops its batch where it lands, and corina-svellsongur-plaza already says so; (2) it never stated that 355.2.a plus 485.4 require you to control BOTH battlefields of a Duel, which is now the first notable. What survives is the mechanism, and it is the cleanest case of the lens: the Signpost is the pool's only 0-Energy 0-Power effect move. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.1, 143.4, 144.2, 144.4, 144.4.a, 149.1, 151.2, 187.1, 190.1, 315.2.b.2, 323.6, 355.2.a, 359.3.f.2, 420.2, 420.2.a, 420.3, 420.3.a, 447.2.a, 447.2.b, 485.4, 805.1.a, 806.1.c.2, 806.1.d, 810.1.c.3, 816.1.b, 820.1.c.3. Ban check: UNL-045 and SFD-179 carry no [BANNED marker. Arithmetic against its own declared quantities: 2 landings x 3 Recruits = 6, as 3 + 3, for 8 Energy + 2 Power on the finishing turn. Trap check: no attack is declared anywhere; no [Repeat]; the Recruits carry no [Temporary]; no recall used as a move; no Awaken Energy carried across a phase. Depends on no unruled reading.
Walked against Core Rules 2026-07-16