Combo · ENGINE
Tibbers is an ABILITY, so Annie's Bonus Damage lifts the sweep to 4 on every target — and 715.2 pays it per target, individually
Pieces
- Tibbers ×3
OGS-018 · payoff · fury/chaos
When you play me, deal 3 to all units at battlefields.
- Annie, Fiery ×1
OGS-001 · engine · fury
Your spells and abilities deal 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
- Dark Child - Starter ×1
OGS-017 · legend · fury/chaos
At the end of your turn, ready up to 2 runes.
Payoff
Deck
- TIBBERS IS A SIGNATURE CARD tagged Annie, so 103.2.d.2 makes this a ONE-LEGEND line: OGS-017 Dark Child - Starter is the only Annie legend in the pool (Fury/Chaos). Annie, Fiery is mono-Fury, so 103.1.b.3 holds. Three Tibbers also spend the whole Signature budget, since 103.2.d.1 caps a deck at three Signature cards in total.
Prerequisites
- THE ARITHMETIC, AND WHY IT IS 4 AND NOT 3. 715.2: 'If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately.' Tibbers deals 3 to all units at battlefields; Annie, Fiery's +1 applies to each of them separately, so it is 4 to every body on every battlefield. 143.2.a then kills everything at Might 4 or less rather than everything at Might 3 or less — which is the difference between clearing a Recruit board and clearing a real garrison.
- AND IT WORKS BECAUSE TIBBERS IS AN ABILITY, NOT A SPELL. Annie's clause reads 'your spells and abilities', and a play trigger is a Triggered Ability (383.1). The contrast is `OGN-032 Ravenborn Tome`, whose grant is written 'The next spell you play this turn' — it adds nothing to Tibbers. Two Bonus Damage cards, one of which reaches this and one of which does not.
- ANNIE STAYS AT THE BASE, AND THAT IS DELIBERATE. Her static carries no location clause, so it applies from anywhere; Tibbers hits 'all units at battlefields', so a Might 4 Annie standing at a battlefield would die to her own upgrade. 355.2.a makes the base a valid play location, so nothing has to be spent to keep her there.
- IT IS SYMMETRICAL AND THAT IS THE REAL COST. 'All units at battlefields' includes yours — Tibbers himself enters at a battlefield you control or your base (355.2.a), and at Might 7 he survives his own 4. Anything of yours below Might 5 does not, which is why this is a control shell and not a token shell.
- THE PRICE IS 8 ENERGY AND 2 POWER, WHICH IS WHY THE LEGEND MATTERS. 164.2.a is '[E]: [Reaction] — Add [1]' and 167 empties the POOL at the start of your Main Phase and the end of your turn, not the runes — so Dark Child's end-of-turn readying of two runes is two Energy available on the OPPONENT's turn, and a rune readied then is still ready for your own next turn.
- 714 CAPS A SECOND BONUS DAMAGE SOURCE AT ADDITIVE: 'all instances are summed and applied once', so `VEN-010 Consuming Curse` or `OGN-296 Void Gate` would make it 5, never x2. And Void Gate is worded for the LOCATION rather than for a player, so it would arm the opponent's removal too.
- IT DOES NOT SCORE. What a board wipe buys is an empty battlefield to walk into, and 323.6 with 348.2.a is what turns that into a Conquer — which belongs to whatever else the deck is doing.
Steps
- Deck-build under OGS-017 Dark Child - Starter; 103.2.d.2 leaves no choice, since Tibbers is Annie's Signature card.
- Play Annie, Fiery (E5 + 1 Fury Power) and leave her at your base. Her static applies from there and she is out of range of what comes next.
- Bank Energy across turns: at the end of each of your turns Dark Child readies up to 2 runes, and 167 empties the Rune Pool but never the runes themselves, so those two are still ready on the opponent's turn and again on yours.
- Play Tibbers (E8 + 2 Power) to your base or a battlefield you control.
- His play trigger deals 3 to all units at battlefields; 715.2 applies Annie's +1 to each target individually, so every one of them takes 4.
- 143.2.a kills each body whose Might the 4 equals or exceeds. Tibbers at Might 7 survives; anything of yours below Might 5 does not.
- 143.3.b.1 heals the survivors at the end of the turn, so the sweep has to be enough on the turn it is cast.
How it ends
engine only — 4 damage to every unit at every battlefield, three times a game (103.2.b), for E8 + 2 Power each; symmetrical, and 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
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- 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 2026-09-07 (docs/phase0/walks/2026-09-07-rules-second-pass.md), issue #170 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 #170, from the Core-Rules-named sweep; OGS-018 Tibbers was in zero entries and is 103.2.d.3's worked example. Card text verbatim from data/corpus_flat.txt. The content is that Tibbers' sweep is an ABILITY, so of the pool's six Bonus Damage cards the ones worded 'your spells and abilities' reach it and OGN-032 Ravenborn Tome ('the next SPELL you play') does not — and 715.2 pays per target, so +1 is +1 on every body. Trap check: the Signature lock is stated (one legend, and three copies spend the whole 103.2.d.1 budget); Annie is placed at the BASE with the reason (her static has no location clause, and at Might 4 she would die to her own upgrade); the symmetry is named as the real cost; 714 caps a second source; 143.3.b.1 is cited so nothing accumulates across turns.
Walked against Core Rules 2026-07-16