Combo · BURST · 8 points
Svellsongur copies — multiplied Hold points
Pieces
- 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.
- Ahri, Alluring ×1
OGN-066 · payoff · calm
When I hold, you score 1 point.
- Blue Sentinel ×1
UNL-087 · engine · mind
[Shield 2] (+2 Might while I'm a defender.) Your hold effects for holding here trigger an additional time. When I hold, [Add] 1 Power of any domain at the start of your next Main Phase. (Abilities that add resources can't be reacted to.)
Payoff
Deck
- Legend domains cover Calm and Mind (103.1.b.2). Four exist: OGN-255 Nine-Tailed Fox, SFD-189 Fire Below the Mountain, UNL-189 Bashful Bloom and VEN-145 Curator of the Sands.
Run play
Prerequisites
- Hold one battlefield with Ahri carrying all three Svellsongur and Blue Sentinel carrying none. Any battlefield you can Hold works — this entry names none, so it is never a 1-in-3 draw.
- How a Svellsongur stack compounds, and why it is arithmetic and not a reading: 477.2.c puts 'Abilities of Effect Text of Attached cards are appended' in Layer 2, 476.1 applies each effect 'only a single time across all sequences' (so there is no recursion), 479.1 finds NO dependency because each copy alters the other, and 480.3 therefore orders them by Timestamp — attach order. The first Svellsongur copies 1 instance, the second copies the resulting 2, the third copies 4. A unit wearing v Svellsongur carries 2^v instances of its trigger, not 1 + v.
- Points per Hold: 1 + N x (1 + K). All three gears on Ahri gives N = 8, K = 1 -> 1 + 8 x 2 = 17. The other three splits of the SAME five cards at the SAME price are worse: 2 on Ahri / 1 on the Sentinel gives N=4, K=2 -> 13; 1 and 2 gives N=2, K=4 -> 11 (what this entry declared until 2026-09-06); 0 and 3 gives N=1, K=8 -> 10. N multiplies (1 + K), so compounding on the multiplicand wins.
- Ceiling with the 3-copy cap (103.2.b): 3 Ahri + 3 Sentinel + 3 Svellsongur, all three gears on ONE Ahri -> N = 8 + 1 + 1 = 10, K = 3, so 1 + 10 x 4 = 41 points. All three on one Sentinel gives 34; two-and-one gives 31; one-and-two gives 29. The 26 this entry used to publish came from the additive count that Layer order refutes.
- Cost, counted whole: 21 Energy and 8 Power. Ahri 5E + 1P, Sentinel 4E + 1P, and each Svellsongur is 3E + 1P to play PLUS its [Equip] of 1 Energy + 1 Calm Power. The '18 Energy' this entry and ahri-blue-sentinel-hold both used to publish left the three [Equip] payments out, and neither counted the Power at all.
- Against ahri-blue-sentinel-hold, the same package without gear: that one is 23 Energy but only 5 Power, and it spreads its points over five bodies. This one is cheaper in Energy and much stronger, but it pays 8 Power (three of them Calm specifically) and stacks 16 of its 17 points on ONE unit — killing Ahri or stripping her gear collapses the whole board. Fewer Energy is not domination, and the catalogue keeps both.
- NOTHING IN THIS LINE IS PROTECTED FROM A GEAR KILL, AND THE POOL PRINTS SIXTEEN OF THEM. 718.5.b: 'Attached cards still can be chosen or targeted by game effects while Attached' - the Equipment's own printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but the CARD is a legal target for every turn it sits there. Swept with /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, the pool has 16 base codes (15 names; Jayce, Man of Progress is printed twice) and EVERY ONE OF THE SIX DOMAINS prints at least one, so there is no identity this line can hide in. The unconditional enemy-facing ones are OGN-022 Thermo Beam, SFD-005 Detonate and VEN-003 Brittle Steel (Fury), OGN-224 Salvage (Order), SFD-032 Disarming Rake (Calm) and SFD-077 Rocket Barrage (Mind). OGN-022 Thermo Beam - Fury, E5 + 2 Fury Power, '[Action] (Play on your turn or in showdowns.) Kill all gear.' - is the only card in the pool that kills EVERY gear at once, so it answers the whole payoff with one card; it is symmetric, which makes it cheap for a gearless deck and expensive for anyone else (the shape acceptable-losses-ravenbloom-prefect-gearless-gear-hate already records for OGN-179). This entry is the only one of the twelve that already gestured at the problem - a notable of its own says 'killing Ahri or stripping her gear collapses the whole board' - but it names no card and gives no timing; this note supplies both and does not replace it.
- THE TIMING CUTS BOTH WAYS, AND NO [Reaction] GEAR KILL EXISTS. Swept over all sixteen gear kills: none carries [Reaction]. Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for 'This can be played during showdowns on any player's turn'; Detonate and Brittle Steel are plain spells, and 155 confines a spell to 'an Open State outside of Showdowns on its controller's turn'. The Score this line pays on happens at 315.2.b.2 inside your own Beginning Phase, where the opponent holds no priority in a Neutral Open State (312.2.a) and the Closed State the trigger opens admits only a [Reaction] (813.1.c.1). So the opponent can NEVER strip the gear in the window that pays - every answer has to be cast on their own turn, one full turn before. That is what keeps the line alive, and it is also the window in which to defend it: the removal spell on the Chain is a Closed State, 312.2.c hands out priority there and 813.1.c.1 admits a [Reaction] in response.
- 7 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS. OGN-123 Unchecked Power is mind, 7 Energy + 2 Power: "Exhaust all friendly units, then deal 12 to ALL units at battlefields.". 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 12 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. A CHEAPER ANSWER EXISTS AND IT IS NOT AVAILABLE TO EVERY OPPONENT: OGN-268 Bullet Time costs 1 Energy + 4 Power here (it pays per point of damage, so it scales to any garrison) and is [Action], so 806.1.c.1 puts it inside any showdown on any player's turn - but it is a SIGNATURE card tagged Miss Fortune, and 103.2.d.2 requires every Signature card to carry the Chosen Champion Legend's tag, so only a Miss Fortune legend can run it. Count it as a matchup, not as the field. THE IDENTITY DOES HOLD AN ANSWER: OGN-294 Trifarian War Camp +1 (that battlefield only), SFD-089 Rumble, Scrapper +1 (Mech bodies only), UNL-077 Soul Shepherd +1 (token bodies only) - a permanent, garrison-wide +Might is the only thing that lifts every body at once, since a single-target pump is useless against a sweep that hits all of them. (A battlefield protection is a 1-in-3: 485.5 has each player "randomly select one (1) of their three (3) Battlefields", so it is not a card you can count on drawing.) WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
Steps
- Play Ahri and Blue Sentinel to the same battlefield. Ahri is the multiplicand (N), the Sentinel is the multiplier (K = 1).
- Attach Svellsongur A to Ahri. 725.1 lets its attach-time passive run despite 718.2, and 136.2.c / 718.3 append the copied text to her Rules Text. 136.2.d makes the copied 'I' mean Ahri, so it fires as a Unit's Hold Ability under 383.4.d.2.a. Ahri now carries 2 point triggers.
- Attach Svellsongur B to the same Ahri. 434.1.c gives the Top-Most Card ALL the Effect Text of ALL attached cards, so what B copies is the current 2 instances (R6 = A). Ahri carries 4.
- Attach Svellsongur C to the same Ahri: it copies the current 4. Ahri carries 8. The order is not a choice you can lose — 479.1 establishes no dependency between the three appends, so 480.3 applies them in Timestamp (attach) order, and 476.1 applies each exactly once.
- Hold the battlefield at your Beginning Phase (469.2): the Score is 1 point, capped by 470. Then N x (1 + K) = 8 x 2 = 16 ability Gains (194.1.c), which R2 = A keeps outside 470's cap and 471.1.a.1 exempts from the Final Point restriction. 17 points.
How it ends
burst of seventeen points in one Hold, sixteen of them ability Gains that 470 does not cap
Sources
Walked here, in this project
- Hunt v2 lens L4, entry L4-09 2026-09-02 record
- REFUTE pass 2026-09-03 2026-09-03 record
- Hand walk 2026-09-04 2026-09-04 record
- Hand walk 2026-09-06, issue #45 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 2026-09-04 (docs/phase0/walks/2026-09-04-r6-r10-r28-batch.md). The existence chain: 718.2 deactivates only PRINTED Rules Text, but 725.1 carves out exactly an attach-time passive and Svellsongur reads 'As this is attached to a unit, copy ...'; 136.2.b/136.2.c/718.3 keep the Effect Text active and append it to the Top-Most Card; 136.2.d makes 'I' the unit, with Guardian Angel and Brutalizer as the rules' own worked examples. R1 = A keeps the Sentinel adding trigger instances to the single Score rather than creating a second one, so 471.2.c is not contradicted; R2 = A keeps 470 off the ability points, and 471.1.a.1 keeps the Final Point restriction off them. REWRITTEN 2026-09-06 (docs/phase0/walks/2026-09-06-issue45-two-boards.md), issue #45, WITH A CORRECTION and WITHOUT changing a single quantity — the five cards are the same, only the attach targets moved. Two things were wrong. (1) The catalogue published two CONTRADICTORY arithmetics for the same situation: this entry's own notable[1] and steps compounded two gears on the Sentinel as K = 4, while its notable[2] (and the R6 comment on issue #11, and ahri-blue-sentinel-hold's notable[4]) added two gears on Ahri as N = 3. Both could not be true. The rules settle it without a new reading: 477.2.c puts the append in Layer 2, 479.1 establishes no dependency (each copy alters the other), 480.3 falls back to Timestamp order, and 476.1 applies each effect once — so a unit with v Svellsongur carries 2^v instances. R6 = A's 'current text, not a snapshot' does NOT open a recursion, because 476.1 forbids re-applying an effect. (2) With the composition right, the declared split was the second-worst of the four possible ones at an identical price: all three gears on Ahri give 17 points, not 11, and the ceiling is 41, not 26. Cost restated whole at 21 Energy + 8 Power; the old 18 Energy omitted the three [Equip] payments. Class unchanged: still BURST, and the 17 still land in ONE Hold. Sibling ahri-blue-sentinel-hold is left untouched on purpose — it costs 3 Power less and spreads its points over five bodies instead of one.
Walked against Core Rules 2026-07-16