Combo · ENGINE
Apprentice Smith × three Svellsongur — eight reveals a move, and reveals never Burn Out
Pieces
- Apprentice Smith ×1
SFD-041 · engine · calm
When I move, reveal the top card of your Main Deck. If it's a gear, draw it. Otherwise, recycle it.
- Svellsongur ×3
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Payoff
Deck
- MONO-CALM. Every legend with Calm in its pair can run both cards (103.1.b.3) — five of the pool's fifty legends' domain pairs.
Prerequisites
- THIS IS THE BURN-OUT-SAFE ENGINE, AND THAT IS THE WHOLE REASON IT IS WORTH EIGHT INSTANCES. 431.1.c is explicit: 'If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player's Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out.' Every other Svellsongur draw line in the catalogue is capped by the opposite rule — 431.1.a turns an over-draw into a Burn Out and 194.1.d hands the opponent a point, which is exactly what holds yasuo-stellacorn-svellsongur-draw and twilight-reveler-svellsongur-stellacorn-draw to four cards a turn. The Smith reveals; only the gear it FINDS is drawn.
- Eight reveals per move, and each one either draws a gear or recycles the card to the bottom (416.1.a / 416.5). So the deck is filtered, not spent: a non-gear goes under the deck rather than into the trash, and the engine cannot mill you out either.
- Two moves a turn if the shell has a mover. The Standard Move is move one and costs the Smith's own exhaust (144.2, base ↔ battlefield only under 144.4); a legend or effect mover is move two, and 420.3.a puts the exhaust cost only on the Standard Move so it works on an exhausted body. OGN-259 Unforgiven (Calm/Chaos, '2 Energy, exhaust: Move a friendly unit to or from its base') is the on-identity one and takes this to sixteen reveals a turn.
- It only finds GEAR, which is what makes it a shell card rather than a general engine — but the shell it belongs in is the Svellsongur shell itself, where every copy of the multiplier is a gear it can draw. It also finds Trinity Force, World Atlas, Cull, Skyfall of Areion and Boneshiver, i.e. most of the catalogue's Hold and Conquer payoffs.
- A 2-Might body carrying three gears at M+0 (137.3), living at its base between moves. 137.3.a detaches everything the instant it dies, and there is no [Shield] to copy — unlike shen-kinkou-svellsongur-hold, this line gains nothing defensive from the composition.
- Cost, counted whole: the Smith 2 Energy; each Svellsongur 3 Energy + 1 Calm Power to play PLUS 1 Energy + 1 Calm Power to [Equip]. 14 Energy and 6 Calm Power.
- 424.1.a.2 is the MECHANISM under the 431.1.c protection this entry already cites, and the entry carries the consequence without it: "Cards remain in the zone they are being Revealed from." Riot's own example is that a card Revealed from the top of the Main Deck "is still the top card of that player's Main Deck." So revealing can never Burn Out because NOTHING LEAVES THE DECK, which 424.1.a states as the general fact: "Revealed is a temporary state and is not a zone." Same shape this file records for 355.7 against 355.10.d and 811.6 against the tail of 811.1.b.
Steps
- Play Apprentice Smith (2 Energy) and attach Svellsongur A, B and C to it in that order: 2, then 4, then 8 instances of 'When I move, reveal the top card of your Main Deck. If it's a gear, draw it. Otherwise, recycle it.'
- Main Phase: standard-move the Smith between its base and a battlefield you control (144.1.a, 144.2, 144.4.a).
- Eight instances resolve one at a time. Each reveals the top card: gear is drawn, anything else is recycled to the bottom of the Main Deck (416.1.a). 431.1.c means none of this can Burn you Out even with the deck nearly empty.
- If the shell carries a mover, move the Smith back the same turn for eight more reveals.
- Repeat every turn — the Smith readies at Awaken (315.1.b).
Per iteration
8 reveals per move, every gear among them drawn, with no Burn Out risk at any deck size
How it ends
engine — it draws every gear in the deck within a few turns and scores nothing
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rule svellsongur-copy 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.
AUTHORED 2026-09-06 from issue #160. SFD-041 was an uncatalogued partner of svellsongur-copy. Card text verbatim from data/corpus_flat.txt; 137.3, 137.3.a, 144.1.a, 144.2, 144.4, 144.4.a, 315.1.b, 416.1.a, 416.5, 420.3.a, 431.1.a, 431.1.c, 434.1.c, 476.1, 477.2.c, 479.1, 480.3 and 194.1.d opened in the Core Rules file. Stands on R6 = A and R9; no new reading. Written specifically against #59's finding that draw is a liability inside a deck-empty shell: reveal-and-draw is the one family 431.1.c exempts, and this is the largest instance of it in the pool. Trap check: no attack; nothing is recycled as a COST (416.3 never comes up); no token; no [Temporary]; no [Repeat]; a Move is not a Recall (455); the [Equip] costs are counted.
Walked against Core Rules 2026-07-16