Combo · ENGINE
Swift Scout — hiding for 1 Energy turns the Broker into an Energy-to-Power converter
Pieces
- Swift Scout ×1
OGN-263 · legend · mind/chaos
You may pay 1 Energy to hide a card with [Hidden] instead of 1 Power of any domain. 1 Energy, Exhaust: Put a Teemo unit you own into your hand from your Champion Zone or the board.
- Black Market Broker ×3
SFD-121 · engine · chaos
When you play a card from face down, play a Gold gear token exhausted.
- Guerilla Warfare ×3
OGN-264 · enabler · mind/chaos
Return up to two cards with [Hidden] from your trash to your hand. You can hide cards ignoring costs this turn.
- Mushroom Pouch ×1
OGN-101 · payoff · mind
At the start of your Beginning Phase, if you control a facedown card at a battlefield, draw 1.
Payoff
Deck
- Legend is Swift Scout (OGN-263) by name: the entry is her first ability.
- Cards with [Hidden] to cycle. Mind/Chaos has 18 legal names (20 text hits, minus Swift Scout and Guerilla Warfare, which only mention [Hidden], minus OGN-168 Fight or Flight, banned).
Prerequisites
- THE DELAY IS ONE TURN, AND ONLY IF YOU FLIP ON THE OPPONENT'S TURN. Renata Glasc, Industrialist is Order and cannot enter a Mind/Chaos deck (103.1.b.4), so the Gold enters exhausted and waits for an Awaken (315.1.b). Flip on your own next turn and it does not ready until the turn after that. Flip on the OPPONENT'S turn instead — 811.1.b opens the window "beginning on the next turn" and 811.6 grants [Reaction] — and the Gold readies at your very next Awaken. The entry declares that ordering.
- WHERE THE SECOND SLOT COMES FROM. 811.1.b gives one facedown per battlefield you control, and in a Duel there are two battlefields total (485.4). A second slot means either conquering the opponent's battlefield (and then 323.7 charges you the card if you lose it again) or bringing OGN-278 Bandle Tree, which is Colorless and legal here exactly as it is in black-market-broker-bandle-tree-gold. With one battlefield of your own the slot count is ONE.
- 323.7 IS THE REAL PRICE OF HIDING. A Cleanup step 5 reads "Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash", and 466.5.c repeats it the instant somebody establishes Control. Losing the battlefield does not put the hidden card on hold — it TRASHES it.
- MUSHROOM POUCH PULLS THE OTHER WAY. It checks "if you control a facedown card at a battlefield" at the start of your Beginning Phase, so a slot you emptied on the opponent's turn draws you nothing. With two slots you get both: flip one for the Power, leave the other loaded through your Beginning Phase for the draw.
- RATE, stated so it can be argued with: 1 Energy plus one card with [Hidden] buys 3 rainbow Power (3 Brokers), available at your next Awaken. The loop-budget ledger (docs/phase0/walks/2026-09-04-loop-budget-ledger.md) prices Power at roughly 9 Energy inside the Lux engine, so the Energy side is cheap and the CARD is what this actually costs.
- Battlefield entries: a player provides three battlefields and only one is used (485.4.a) — randomly in Duel (485.5) and Skirmish (487.5), chosen in Match (486.5) — and 103.4.c plus Tournament Rules 402.1 forbid bringing two of the same name, so there is no way to raise the odds. Only relevant if you bring the Bandle Tree for the second slot.
Steps
- Swift Scout in the Legend Zone; three Black Market Brokers on the board; Mushroom Pouch in play.
- In an Open State on your turn, hide two cards with [Hidden] paying 1 Energy each instead of 1 rainbow Power (Swift Scout over 811.1.b).
- On the OPPONENT'S turn, flip one of them for 0 (811.1.b, 811.6): 3 Brokers → 3 Gold, exhausted.
- Your Awaken readies them (315.1.b): 3 rainbow Power available on your turn.
- Your Beginning Phase: the second slot is still loaded, so Mushroom Pouch draws 1.
- Guerilla Warfare returns two spent [Hidden] spells from the trash and makes that turn's hides free; re-load the slots.
Per iteration
2 Energy and 2 cards with [Hidden] in, 6 rainbow Power out one turn later, plus a draw from Mushroom Pouch
How it ends
engine only — one flip per slot per turn (811.1.b) and one card burned per flip; Guerilla Warfare recovers 2 spells a copy, 6 per game at the 3-copy cap (103.2.b)
Sources
Published elsewhere
- Hunt lens [Hidden]/[Ambush] — issue #40 (GitHub) 2026-09-05
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Hand walk 2026-09-05 2026-09-05 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 2026-09-05 (docs/phase0/walks/2026-09-05-hidden-ambush-candidates.md), issue #40 candidate 2. REWRITTEN from the #40 candidate in three places: (1) the delay #40 calls 'one turn' is TWO unless the flip is taken on the opponent's turn, which is what 811.1.b + 811.6 actually permit; (2) #40 assumes two slots without saying where the second comes from — it is a conquered enemy battlefield or the Bandle Tree, and with only your own battlefield the count is one; (3) the tension between flipping early and Mushroom Pouch's Beginning-Phase check, which #40 does not mention. Guerilla Warfare reaches spells only, because a flipped unit never enters the trash. Depends on no unruled reading.
Walked against Core Rules 2026-07-16