Combo · CHAIN · 8 points
Eight in one turn with no Conquer and no combat: two Holds, three Trinity Forces, three third moves
Pieces
- Trinity Force ×3
SFD-115 · payoff · body
[Equip] 1 Body Power (1 Body Power: Attach this to a unit you control.)
When I hold, score 1 point.
- Yasuo, Windrider ×3
OGN-205 · payoff · chaos
[Ganking] (I can move from battlefield to battlefield.) The third time I move in a turn, you score 1 point.
- On the Hunt ×2
SFD-204 · enabler · body/chaos
Ready your units.
Payoff
Deck
- SFD-204 On the Hunt is a Signature card whose champion tag is Sivir, so 103.2.d.2 ('All of the Signature cards must have the Champion tag that corresponds to the Champion Legend of the deck') forces the legend. Measured against data/cards.json, the only legends in the pool carrying the Sivir tag are SFD-203 and SFD-250 Battle Mistress, both Body/Chaos. The identity of the three cards is exactly Body + Chaos (Trinity Force mono-Body, Yasuo mono-Chaos, On the Hunt Body/Chaos), so 103.1.b is satisfied by that legend and by no other.
- Enter the turn CONTROLLING BOTH BATTLEFIELDS of the Duel (485.4 'Battlefield Count: 2') with the three Yasuo standing on them and a Trinity Force attached to each. Attaching is an Activated Ability (818.1) confined by 381 to your own Main Phase in an Open State, so all three [Equip] costs are paid on earlier turns.
- Four Power and two Energy free in the finishing turn's Main Phase, for the two castings of On the Hunt.
Prerequisites
- THE WHOLE POINT OF THE ENTRY IS THAT NEITHER HALF REACHES EIGHT AND THE SUM DOES. The Hold half is worth 5 a turn (two Score points plus three Trinity Forces) and the move half is worth 3 a turn, and they are paid in two different phases of the SAME turn with no opponent turn in between - 315.2 Beginning Phase before 316 Main Phase. That is the definition of a CHAIN in this catalogue, and it is why this is not a BURST: 471.1 gains one point per Score, so no single scoring event here is worth more than two.
- ONLY TWO OF THE EIGHT POINTS ARE SCORES, WHICH IS WHY 470 NEVER BINDS. 194.1 lists four separate ways to gain a point, and 194.1.c - 'Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points' - is a different item from 194.1.a Holding and 194.1.b Conquering. 469 defines Scoring as Conquer or Hold only and 470 says 'A player may only Score, from either method, once per Battlefield per turn', so the cap consumes exactly the two Hold points and leaves the three Trinity Force points and the three Yasuo points alone (R2 = A). 471.1.a.1 says the same from the other end for the last point: 'Notably, points Gained from sources that are not Conquer are not beholden to these restrictions' - and 471.1.b's Final Point clause opens 'When a player tries to Gain a Point through a Conquer', which this line never does.
- THE TRINITY FORCE TRIGGER NEEDS THE CARRIER PRESENT AND THE HOLD TO HAVE PAID. 383.4.d.2.a: 'The Hold Abilities of Units are put on the Chain as Pending Items after the Unit these effects correspond to are present at a Battlefield when a player maintains control of it and Gains 1 Victory Point during their [Beginning Phase]'. So a Trinity Force on a body sitting in your BASE pays nothing, and a battlefield already Scored this turn pays nothing twice. 471.2 - 'Trigger Score abilities at the Battlefield that Scored' - is what lets two Trinity Forces at one battlefield and one at the other all fire: each battlefield's own Score triggers the Score abilities standing there.
- THREE TRINITY FORCES ON ONE BODY IS THE SAME THREE POINTS AND A WORSE BOARD. 434.1.c gives the Top-Most Card 'all Effect Text of all cards Attached to it', so three copies on one Yasuo append three instances of 'When I hold, score 1 point' and pay three. This entry spreads them one per Yasuo anyway, because the concentrated version dies to a single removal spell and because the spread version needs no second body to hold the other battlefield. Note this is plain APPENDING and therefore additive - it is not the 2^v composition of svellsongur-copy-hold (#45), where each copy copies text that already includes the other copies.
- THE MOVES NEVER CONTEST ANYTHING, WHICH IS WHAT KEEPS THEM LEGAL BACK TO BACK. 190.3.a.1 applies Contested only when 'that Unit's controller does not already control that battlefield', and 450 speaks only of a Battlefield Destination, so base <-> your own battlefield is free of it; no Showdown is staged (323.8), no Combat (323.9), and 144.1.b / 144.1.c never get the chance to forbid the second and third moves. [Ganking] is therefore OPTIONAL here: 144.4.a and 144.4.b already give base -> battlefield and battlefield -> base, and 810.1.c.3 says Ganking 'does not give additional abilities or activations of Movement, only new options for the Standard Move'. It is a convenience, not a component.
- ONE ACTION MOVES ALL THREE. 144.3: 'Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units', with 144.3.a requiring a shared Destination and 144.3.b explicitly allowing different Origins - which is exactly the shape here, since the three Yasuo start split across two battlefields and leave for one base.
- THE READY IS THE MULTIPLIER AND 415.1.b IS THE ORDER CONSTRAINT. 415.1.b - 'A Unit that is already Ready cannot be Readied again' - and 415.1.c - 'If a Unit is instructed to be Readied while it is already Ready, nothing additional happens' - mean each On the Hunt has to be cast AFTER a move and never before. A casting spent on ready units is a lost point.
- WHAT IT COSTS, WITH THE DECLARED QUANTITIES. Standing: three Yasuo at E5 + 1 Chaos Power each and three Trinity Force at E4 + 1 Body Power each = 27 Energy, 3 Chaos Power and 3 Body Power, laid down over earlier turns. Finishing turn: 2 Energy and 4 Power for the two On the Hunt. The 4 Power is above the free floor of 2 a turn that 315.3.b and 164.2.b give every deck, so it costs four rune recycles on the finishing turn - and 161.2.b sends those runes to the Rune Deck, which is a price paid after the game is over.
- THE LEGEND IS FORCED BUT NOT IDLE. Battle Mistress reads 'When you recycle a rune, you may exhaust me to play a Gold gear token exhausted. When one or more enemy units die, ready me.' The four rune recycles that pay for On the Hunt each offer that trigger, so one of them banks a Gold; 187.5 prints it exhausted, so it is Power on the FOLLOWING turn and not on this one (R25 = A would change that, and Renata Glasc, Industrialist is mono-Order and illegal here). Treat the Gold as a way to pre-bank one of the four Power a turn early, not as part of the finishing turn's budget.
- WHAT REFUTES IT. (a) The setup has to survive a full opponent turn with three bodies on battlefields: at M6 each with Trinity Force attached (137.3) they shrug off OGN-133 Flurry of Blades, but a real removal spell that kills a Yasuo costs two points at once, the Trinity Force point and the third-move point, and 719.5 then detaches the gear and 457.1 recalls it to base. (b) Losing either battlefield before your Beginning Phase costs one Score point and any Trinity Force standing there. (c) Every Yasuo caps at ONE point a turn - the card says 'the third time I move in a turn', so a fourth move pays nothing and a third casting of On the Hunt buys no fourth point. (d) Nothing here Conquers, so nothing here fires a conquer payoff; that is the price of dodging 470 and it is why the line cannot be widened with Red Brambleback or any of the other two trigger multipliers, none of which is Body or Chaos.
- TWIN TO on-the-hunt-yasuo-triple-third-move, WHICH IS THE MOVE HALF ON ITS OWN. That entry is the same two On the Hunt and the same three Yasuo as an ENGINE worth 3 points a turn, and its own terminatesIn says 'it is not a CHAIN because one turn's output is 3'. This entry is what closes that gap: the three bodies were standing at battlefields anyway, so the Trinity Forces cost nothing in board space and turn a three-point turn into an eight-point one. Read the two together.
- 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). For this line specifically that is three of the eight points, and Thermo Beam takes all three at once; the three Yasuo and their two Score points survive it, so the line falls to five and has to wait a turn.
- 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.
- A THIRD BATTLEFIELD IS SLACK, NOT A REQUIREMENT. UNL-147 Baron Nashor is mono-Chaos and legal here, and its Baron Pit token raises the per-turn Score ceiling to three, which would make the Hold half 6 and the whole line 9. At E10 + 3 Power it is a worse use of the finishing turn than simply not needing it; the line is authored at exactly 8 on a two-battlefield board on purpose.
- 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), UNL-147 Baron Nashor +2, UNL-T03 Brush +1 (that battlefield 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
- EARLIER TURNS. Play three Yasuo, Windrider (E5 + 1 Chaos Power each); each enters exhausted (143.4) and is readied at your next Awaken (315.1.b). Play three Trinity Force (E4 each) and pay each [Equip] cost of one Body Power (818.1, 818.1.b: 'Equip has a cost to activate and Attaches the card with Equip to a chosen Unit when the cost is paid'), one onto each Yasuo. Establish Control of both battlefields of the Duel and end a turn with the three Yasuo standing on them, split across the two.
- FINISHING TURN, AWAKEN (315.1.b): everything you control readies, so all three Yasuo are ready before a single move is made.
- BEGINNING PHASE, SCORING STEP (315.2.b.2): 'The Turn Player Holds all Battlefields they Control.' Both battlefields Score. 471.1 gains one point for each - POINTS 1 AND 2 - and 470's once-per-battlefield cap is spent here and nowhere else.
- 471.2 then triggers the Score abilities at each battlefield that Scored. Every Trinity Force carrier is present (383.4.d.2.a), so all three instances of 'When I hold, score 1 point' resolve - POINTS 3, 4 AND 5. These are 194.1.c gains by Triggered Ability, not Scores, so 470 does not see them.
- MAIN PHASE, NEUTRAL OPEN STATE (144.1.a). Standard-Move all three Yasuo from their battlefields to your base in one game action (144.3 with 144.3.b allowing the different origins, 144.4.b for the destination, 144.2 exhausting all three simultaneously under 144.3.c). MOVE ONE for each of them. No Contested is applied to anything (190.3.a.1 and 450 speak only of a Battlefield Destination).
- Play On the Hunt for 1 Energy and 2 Power: 'Ready your units.' All three Yasuo are ready again (415.1).
- Standard-Move all three from base to a battlefield you already control (144.4.a). MOVE TWO. 190.3.a.1 applies no Contested because you already control it, so no Showdown is staged at 323.8 and no Combat at 323.9.
- Play the second On the Hunt for 1 Energy and 2 Power. All three ready again.
- Standard-Move all three back to your base (144.4.b). MOVE THREE for each. 'The third time I move in a turn, you score 1 point' fires three times - POINTS 6, 7 AND 8, all under 194.1.c.
- At the next Cleanup, 472: 'When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.' 194.3 puts the Victory Score at 8. 323.6 strips your Control of the now-empty battlefields at that same Cleanup, which costs nothing: 471.1 already Gained every point.
Per iteration
8 points in one turn from a standing board of three units, for 2 Energy and 4 Power on the finishing turn; repeatable as 5 points a turn (two Holds and three Trinity Forces) plus 3 a turn from the moves for as long as the three bodies survive
How it ends
eight points inside a single turn, across two scoring phases with no opponent turn in between - five in the Beginning Phase (315.2.b.2) and three in the Main Phase (316)
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 383.4.d.2.a, Hold Abilities (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text, data/corpus_flat.txt (Riot gallery API, errata applied) 2026-09-04
Walked here, in this project
- Synthesis walk 2026-09-12 (docs/phase0/walks/2026-09-12-synthesised-lines.md), issue #200 2026-09-12 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.
It was designed target-first: the availability census showed body/chaos with 118 catalogued entries available to it and ZERO of class INFINITE, BURST or CHAIN, so the question asked was 'what is the largest number of points Body/Chaos can put on the board in one turn', not 'what does this card enable'. The answer is that Body owns the only unconditional repeatable Hold payoff in the pool that is not gated on a condition (SFD-115 Trinity Force, three copies, no clause) and Chaos owns the only repeatable point that is not a Score at all (OGN-205 Yasuo, Windrider), and that the pair had never been summed because no single card points at the other. Full walk done, hence verified and not candidate: card text pasted verbatim from data/corpus_flat.txt; every paragraph opened in data/Riftbound-Core-Rules-2026-07-16.txt and quoted untruncated - 103.1.b, 103.2.b, 103.2.d.1, 103.2.d.2, 137.3, 137.3.a, 143.4, 144.1.a, 144.2, 144.3, 144.3.a, 144.3.b, 144.3.c, 144.4.a, 144.4.b, 144.4.c.1, 161.2.b, 164.2.b, 187.5, 190.3.a.1, 194.1, 194.1.a, 194.1.b, 194.1.c, 194.2, 194.3, 315.1.b, 315.2.b.2, 315.3.b, 323.6, 323.8, 323.9, 381, 383.4.d, 383.4.d.1, 383.4.d.2.a, 415.1, 415.1.b, 415.1.c, 434.1.c, 450, 457.1, 469.1, 469.2, 470, 471.1, 471.1.a.1, 471.1.b, 471.2, 472, 485.4, 719.5, 810.1.c.3, 818.1, 818.1.b. Legality checked against data/legality.json: none of SFD-115, OGN-205, SFD-235, SFD-204, SFD-203, SFD-250 appears in entries[], whose only non-banned row is the 2v2 restriction on OGS-019. Domain identity computed from data/cards.json and not from prose: Trinity Force ['body'], Yasuo ['chaos'], On the Hunt ['body','chaos'] - union {body, chaos}. Legend census run against cards.json rather than typed: exactly two legends carry the Sivir champion tag, SFD-203 and SFD-250 Battle Mistress, both Body/Chaos. Arithmetic against the entry's own declared quantities: 2 Holds + 3 Trinity Force + 3 Yasuo = 8 with 3/3/2 copies. Trap check: no token, no [Temporary], no [Repeat], no Conquer (so 471.1.b never engages), no combat (so the empty-battlefield trap never arises), no unruled reading except R2 which is ruled A. Coverage checked with .scratch/have.mjs before writing: the only hit was on-the-hunt-yasuo-triple-third-move as a strict subset, cross-referenced in a notable of each.
Walked against Core Rules 2026-07-16