Combo · ENGINE
Fae Porter × three Svellsongur — the Calm/Chaos answer to the exhausted-token walk
Pieces
- Fae Porter ×1
SFD-125 · engine · chaos
When I move to a battlefield, you may pay 1 Chaos Power to move a unit you control to the same battlefield.
- 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
- Legend domains must cover Calm and Chaos — OGN-259 Unforgiven, SFD-195 Blade Dancer, UNL-193 Gloomist. Unforgiven doubles as the mover that walks the Porter home.
Prerequisites
- IT MOVES EXHAUSTED BODIES, WHICH IS THE ENTIRE POINT. A token enters exhausted (143.4) and cannot pay 144.2's exhaust for a Standard Move, which is #48's bottleneck; SFD-171 Renata Glasc, Industrialist solves it by making tokens enter ready (R25 = A) but she is mono-Order and 103.1.b.1 bars her from a Calm/Chaos deck. Fae Porter moves BY EFFECT — 420.2.a, and 420.3.a puts the exhaust cost only on the Standard Move — so it drags exhausted bodies out of your base with no readying at all.
- It is also not restricted to tokens. #48 measured that 'exactly ONE card in the pool relocates tokens in bulk — SFD-177 Azir, Sovereign', and Azir needs an enemy garrison to attack (807.1.d, 383.4.e). Fae Porter needs only a move, moves ANY unit you control, and eight instances relocate eight of them.
- THE CAP IS THE POWER, NOT THE INSTANCES, and the entry will not publish the eight without it. Each instance is 'you may pay 1 Chaos Power', so eight relocations cost EIGHT Chaos Power in one turn. Against #44's measured free floor of 2 Power a turn (164.2.b carries no exhaust, so an already-exhausted rune still pays), the sustainable setting is two or three a turn; eight needs a Power engine behind it. That is why this entry declares needs rather than pretending to be self-contained.
- Where they land: 'the same battlefield' is wherever the Porter moved, read at execution (359.3.f.2). Move him to a battlefield you already control and 190.3.a.1 applies no Contested, so the relocated bodies simply arrive; move him to an open one and the whole group Contests it together for the Showdown Conquer (344.2 → 348.2.a → 348.2.a.1).
- The Porter is a 4-Might body at M+0 from the gears (137.3), and 137.3.a detaches all three the instant he dies. He must MOVE each turn to fire, and the Standard Move is base-to-battlefield only (144.4), so a repeat needs him walked home — which is what Unforgiven's '2 Energy, exhaust: Move a friendly unit to or from its base' is for.
- Cost, counted whole: the Porter 4 Energy; each Svellsongur 3 Energy + 1 Calm Power to play PLUS 1 Energy + 1 Calm Power to [Equip]. 16 Energy and 6 Calm Power to assemble, then 1 Chaos Power per body relocated.
- A BLOODLESS CONQUER IS NOT A FAIT ACCOMPLI, AND 46 OF THE 47 ENTRIES CITING 344.2 DID NOT SAY SO (added 2026-09-12, #187 batch 25). **316.8.b.1.a**: during a Non-Combat Showdown *"units controlled by a different player may become present at the Battlefield where the Showdown is"*, which converts it to a COMBAT Showdown in the following cleanup - so the opponent can turn your uncontested walk-in into a fight. 316.8.c is the permission (a Showdown is a Window of Opportunity for [Action] and [Reaction] cards). **The answer set is THREE CARDS, swept on the ACTOR rather than on the destination**: `OGN-173 Ride the Wind` (Chaos, E2+1), `OGN-262 Zenith Blade` (Calm/Order, E3+2) and `SFD-184 Relentless Pursuit` (Fury/Body, E2+1) - twelve printings move a friendly unit, and nine of them send it to base or need a body already there. They span three identities, so **no identity is safe**; and `OGN-262 Zenith Blade` is the worst to walk into, because it STUNS your body on the way in, and 423.1.b removes a stunned unit`s contribution to the damage step while 423.1.c keeps its full Might as the price to kill it - one 3-Energy card takes the unit and the battlefield. **[Ambush] is not a fourth answer**: 822.1.b needs a battlefield where the player already has units, and the defining feature of that board is that they have none there. **THE REMEDY IS A COUNTERSPELL, AND A FIRST VERSION OF THIS NOTABLE SAID SOMETHING FALSE THAT IS WITHDRAWN HERE (corrected within the hour, 2026-09-12).** It said that because all three answers are [Action] and 358.4 admits an Action card only as the card that CLOSES the state, the attacker - who holds Focus by 345 and priority by 335.1 - could shut them out by playing any cheap Action card first. Every step is true and the conclusion is false, because **a Showdown is a LOOP, not a single window**: 346 - *"When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority"* - with 347.1.b and 347.2.a. Closing the state buys a lock-out lasting exactly that CHAIN; when it resolves the Showdown reopens, Focus passes TO THE DEFENDER, and they play their answer into an open Showdown after all. **The real sequence**: walk in, take Focus, **PASS** (acting first gains nothing); they play the answer, which closes the state as it is played; **you COUNTER it**, since 358.4`s other half now admits only [Reaction] and all eleven of the pool`s counters are Reaction, and 425.1.c refunds them nothing; all players then pass in sequence, 347.2.a ends the Showdown, and 348.2.a with 348.2.a.1 give you Control and the Conquer. The cheap counter is `OGN-045 Defy` (Calm, E1 + 1 Power, *"counter a spell that costs no more than 4 Energy and no more than one rainbow"*), which covers all three answers; `OGN-064 Wind Wall` is the unconditional one. **So the protection narrows to pairs containing CALM** - it is not the one-Energy insurance any deck can buy.
Steps
- Have a token faucet filling your base, and play Fae Porter (4 Energy).
- Attach Svellsongur A, B and C to him in that order: 2, then 4, then 8 instances of his move trigger (434.1.c, 476.1, 477.2.c, 479.1, 480.3; R6 = A).
- Main Phase: standard-move the Porter to the battlefield you want garrisoned (144.1.a, 144.2, 144.4.a).
- Each of the eight instances resolves separately: pay 1 Chaos Power to move one unit you control — exhausted tokens included — to that same battlefield. Stop when the Power runs out.
- If the battlefield was open, the arrivals Contest it (190.3.a.1) and the Showdown at the next Cleanup gives Control and a Conquer (344.2, 348.2.a, 348.2.a.1).
- Walk the Porter home with the legend and repeat next turn.
Per iteration
up to 8 friendly units, exhausted or not, relocated per move — at 1 Chaos Power each
How it ends
engine — it garrisons a battlefield out of your base; the Conquer is what scores
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-125 was an uncatalogued partner of svellsongur-copy and of the three move rules. Card text verbatim from data/corpus_flat.txt; 137.3, 137.3.a, 143.4, 144.1.a, 144.2, 144.4, 144.4.a, 190.3.a.1, 344.2, 348.2.a, 348.2.a.1, 359.3.f.2, 420.2.a, 420.3.a, 434.1.c, 476.1, 477.2.c, 479.1, 480.3, 103.1.b.1 and 164.2.b opened in the Core Rules file. Stands on R6 = A, R9 and R25 (the last only to say why Renata is NOT available here); no new reading. Written with the Power cap in the front of the entry rather than the back, because the headline 'eight relocations' is exactly the kind of figure CLAUDE.md records the project publishing twice without counting the Power.
Walked against Core Rules 2026-07-16