RIFTCOMBO

Combo · CHAIN · 8 points

Time Warp ×3 — three extra turns of Hold points

7 cards · mind + order · verified

Pieces

Payoff

Burst of points in one scoring event

Deck

Prerequisites

Steps

  1. Cast The Ruination.
  2. Cast Sprite Burst; move the Sprites to both battlefields and Establish Control.
  3. Play bodies (Soaring Scout / Ekko / Lux, Crownguard) to the battlefields you control.
  4. Cast Time Warp. Extra turn: Hold both, +2. Repeat twice more: +6 total.

How it ends

8 points from zero across the casting turn and three uninterrupted extra turns

Sources

Published elsewhere

Walked here, in this project

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.

Quote, verified by hand via reader proxy 2026-09-03: '…then firing off three copies of Time Warp to score the remaining six points needed in one fell swoop.' Capped at three by deck limit + banish (427). riftbound.gg claims an unbounded version; lens L1 is checking whether anything returns cards from Banishment. REFUTE 2026-09-03: undercounted upward — the Sprite conquers on the casting turn are +2, so 8 from zero. Time Warp banishes itself (427) and can never be recycled: all three copies must already be in hand (Renata's Draw 1 can draw the whole deck first). 12 Mind Power total, so the infinite-Power line is needed too. Leave one card in the deck via Forge's spare recycle slot before each extra Draw Phase (431.2.c). Hold points are not Conquer points, so 471.1.b never applies. HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-the-three-chain-finishers.md), and reclassed BURST -> CHAIN under issue #20. 355.2.a is what lets the Soaring Scouts be played STRAIGHT to the battlefields you control, and they are the whole point of the entry: 816.1.b kills the [Temporary] Sprites before the first extra turn's Scoring Step, and 190.4.a keeps control only while you have some unit there. 427.1/427.2 confirm Time Warp can never be recycled, so all three copies must already be in hand. The Burn Out caveat is real for extra turns 1 and 2 but not the last one, because the win lands at the Cleanup after the final Hold (472). SOURCE READ IN FULL 2026-09-04: the whole TCGplayer article was opened through a reader proxy and the quote above confirmed verbatim (docs/phase0/walks/2026-09-04-source-verification-tcgplayer.md). Shares its Ruination + Sprite Burst clearing core with `ruination-sprite-burst-clear` (ENGINE), which hands the same wipe to any loop’s own scoring finish without the three Time Warps; neither entry named the other before this note (issue #152).

Walked against Core Rules 2026-07-16

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