Combo · ENGINE
A [Temporary] permanent played on YOUR turn survives the whole of theirs - which is the only window this card has
Pieces
- Sumpworks Map ×3
UNL-085 · payoff · mind
[Reaction] (Play any time, even before spells and abilities resolve.) [Temporary] (Kill this at the start of its controller's Beginning Phase, before scoring.) When an opponent scores, draw 1.
Payoff
Deck
- Mono-Mind, so 103.1.b.3 admits any legend with Mind in its pair.
- Not banned or restricted in either format, and not a Signature card.
- Nothing else - but the TIMING is the whole card, and it is the opposite of what [Reaction] suggests. See the notables.
Prerequisites
- THE [TEMPORARY] CLOCK RUNS ON YOUR TURN, NOT THEIRS. 816.1.b: 'At the start of this permanent's controller's Beginning Phase, before scoring, kill this', with 816.1.c making the Trigger Condition your own Beginning Phase starting. So a Sumpworks Map played in YOUR Main Phase lives through the rest of your turn AND the whole of the opponent's, and dies at the start of your next Beginning Phase - before your own scoring, which costs you nothing since the card only reads THEIR scores. That is a full opponent's turn of coverage for 2 Energy.
- AND PLAYING IT REACTIVELY IS USUALLY WORSE, WHICH IS THE TRAP. 813.1.c.1 lets a [Reaction] card be played 'during Closed States on any player's turn' - but 312.2.a gives priority in a Neutral Open State only to the Turn Player, so on the opponent's turn you get a window only inside a Closed State or a Showdown. Their Hold at 315.2.b.2 happens in the Beginning Phase, where 335 gives nobody priority with an empty chain; unless one of their own triggers opens a Closed State first, there is no moment in which to answer a Hold with this card. Play it in advance.
- WHAT IT ACTUALLY CATCHES, AND HOW MANY TIMES. 469 defines Scoring as a Conquer or a Hold, 470 caps Scoring at once per battlefield per turn and 485.4 puts two on a Duel table - so the ceiling is TWO draws per opponent turn, and only if they score at both. 471.1.a.1 is the reason a card-text point does not count for you here either way: it is a Gain and not a Score, and this card says 'scores'.
- IT IS A GEAR, WHICH MATTERS FOR TWO THINGS. 143.4 makes only UNITS enter exhausted, so a gear is live the turn it lands; and it counts toward every 'control N or more gear' threshold while it is out - which in this domain is VEN-058 Patched Porobot (3 or more OTHER gear), SFD-072 Dropboarder (2 or more gear), VEN-064 Plaza Guardian (1 Energy less per gear) and VEN-076 Repair Specialist ([Assault] equal to the number of gear). A card you were playing for the draw is also a step on that count for one turn.
- AND 816.2 CAPS THE OBVIOUS MISPLAY IN THE OTHER DIRECTION. 'Multiple instances of Temporary are redundant', so nothing you do to it shortens or lengthens the clock; the only way to keep the effect running is a second copy, and 103.2.b allows three.
- WHY IT IS A SINGLE-CARD ENTRY. Nothing in the pool extends a [Temporary] permanent's life or makes an opponent score more often on your terms, and the card reads the opponent's action rather than yours - so there is no partner to price. Its value is the timing, which is a property of the card.
- WHAT IT IS NOT. Nothing here scores; 469 defines Scoring as Conquer or Hold, and this card is paid BY the opponent doing it.
Steps
- Play Sumpworks Map (2 Energy) in your OWN Main Phase, not in response to anything. 143.4 exhausts units and not gear, so it is live at once.
- 816.1.b will kill it at the start of your NEXT Beginning Phase, before scoring - so it covers the rest of your turn and all of the opponent's.
- Every time an opponent scores during that window, draw 1. 470 with 485.4 caps them at two Scores a turn, so the ceiling is two cards.
- While it is out it also counts toward every gear-count clause in the deck.
- Do not hold it for their Beginning Phase: 335 gives nobody priority there with an empty chain, and 312.2.a gives you none in a Neutral Open State on their turn.
Per iteration
up to two cards per copy, drawn off the opponent's own scoring during the turn after it is played
How it ends
engine only - one opponent's turn per copy, three copies by 103.2.b, and a ceiling of two Scores a turn (470 with 485.4); nothing here scores
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 (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-calm-mind-order.md, batch 6) 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.
HAND-WALKED 2026-09-07 (issue #188). The first entry to use UNL-085 Sumpworks Map. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 143.4, 312.2.a, 335, 469, 470, 471.1.a.1, 485.4, 813.1.c.1, 816.1.b, 816.1.c, 816.2. The entry exists because the card's three keywords point in opposite directions: [Reaction] invites you to hold it, and [Temporary]'s clock - which runs on YOUR Beginning Phase - means holding it is what wastes it. A single-card entry on the precedent of sinister-poro-attack-evacuate. Ban check: not banned or restricted, not a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16