Combo · CHAIN · 8 points
Both phases of one turn — a Hold that pays and an attack that pays, in the pair that can do both
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.
- Tryndamere, Barbarian ×1
OGN-034 · payoff · fury
When I conquer after an attack, if you assigned 5 or more excess damage to enemy units, you score 1 point.
- Red Brambleback ×2
UNL-029 · engine · fury
[Accelerate] (You may pay 1 Energy + 1 Fury Power as an additional cost to have me enter ready.) Your conquer effects for conquering here trigger an additional time. When I conquer, [Buff] a friendly unit. (Give it a +1 Might buff if it doesn't have one.)
Payoff
Deck
- Any Body/Fury legend. The pool prints FOUR names across eleven printings, measured against data/cards.json rather than typed: Relentless Storm (OGN-249 / OGN-300), Purifier (SFD-183 / SFD-241), Pridestalker (UNL-183 / UNL-227), Butcher of the Sands (VEN-141 / VEN-190). SFD-115 is mono-Body and OGN-034 and UNL-029 are mono-Fury, so the union is exactly {body, fury} under 103.1.b and all four are legal.
- None of SFD-115, OGN-034 or UNL-029 appears in data/legality.json, whose 21 rows were checked on 2026-09-14, and none carries the Signature supertype.
Run plays
- the answer is one Energy, the window is one Showdown, and a free reordering closes it
- one body carries four points a turn, and one Energy takes it back
Prerequisites
- THE TWO HALVES WANT OPPOSITE BOARDS, AND THE BOARD THEY DIFFER ON IS THE ONE WHERE YOU HOLD NOTHING (amended 2026-09-14 after the line was walked turn by turn in docs/plays/2026-09-14-one-body-carries-four-points.md). Trinity Force pays on a HOLD — 469.2, 'A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase' — so it needs a battlefield you ALREADY control. Tryndamere pays on a conquer AFTER AN ATTACK, and 807.1.d with 323.9 make the Attacker designation impossible without an enemy garrison. THIS NOTABLE USED TO SAY THEY COVER THE MIDDLE BOARD, AND THAT IS A WRONG REASON FOR A RIGHT ENTRY: walked, 434.1.c appends each attached card's Effect Text to the Top-Most Card, so three Trinity Forces on ONE carrier fire three times and the Hold half alone pays FOUR A TURN and reaches eight by itself on the middle board. Where the halves genuinely differ is the board on which you hold NOTHING — the Hold half is at zero there and the attack half is the only thing that scores. AND THAT BOARD IS ONE REMOVAL AWAY AT ALL TIMES, because the entire Hold half stands on a single body: kill the carrier and 719.5 detaches the gear, 457.1 recalls it, and 323.6 strips your Control of the battlefield as well. UNL-111 Determined Sentry is Might 1, so OGN-133 Flurry of Blades does it for one Energy at [Reaction] speed; and 718.5.b keeps an attached card 'chosen or targeted by game effects while Attached', so OGN-022 Thermo Beam — Fury, E5 + 2 Power, [Action], 'Kill all gear' — takes all three at once FROM INSIDE THIS LINE'S OWN DOMAIN. The attack half is the RECOVERY from that, not a second axis for the good board.
- WHY A SECOND POINT CARD IS USUALLY WRONG, AND WHY THIS ONE IS NOT. Measured over the 62 spanning finishers in the catalogue on 2026-09-14, only FOUR draw points from both of their domains; 32 take points from one and support from the other. The reason is that a point card normally costs a BODY SLOT: of the seventeen printings in the pool that gain a point or win the game, nine are units standing in a garrison whose Score 470 caps at once per turn anyway, four are battlefields of which 485.4.a uses one of your three, two are standalone gear — and SFD-115 Trinity Force is the ONLY EQUIPMENT. It rides on a body that is there for another reason. Three of those four exceptions run this card; the fourth, ivern-arena-draven-chaos-order-chain, is the opposite-boards route above. This entry is the only line in the catalogue that takes BOTH routes at once.
- THE ARITHMETIC, AND IT IS EIGHT RATHER THAN NINE ON PURPOSE. Beginning Phase: 315.2.b.2 Holds every battlefield you control; 471.1 gains the Hold's own Score point and 471.2.b triggers the Hold abilities there, which is three instances of Trinity Force — FOUR. Main Phase: Tryndamere and two Bramblebacks attack, 466.5 establishes Control and 466.5.d makes it a Conquer for a second Score point, and Tryndamere's clause fires 1 + 2 = THREE times — FOUR again. Eight across two scoring events in one turn with no opponent turn between, which is a CHAIN by this project's definition rather than a BURST. A third Brambleback makes it nine and costs E4 + 1 Fury Power; 103.2.b caps Trinity Force at three, so the Hold half cannot go past four. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): the Main Phase four needs all three attackers alive at the Conquer. 383.4.c.2.a: 'The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering.' 365.1: 'Passive Abilities of Permanents are typically only active while on the Board.' The defender picks the deaths: 465.2.c: 'Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.' With 465.2.c.3: 'Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.' Tryndamere is Might 8 and each Brambleback 4, 16 in all. Against a garrison of summed Might G with no damage marked and nothing else changing Might in the combat, the defender choosing the deaths that cost most, the attack half scores: G 1 to 3, 4; 4 to 7, 3 (a Brambleback dies); 8 to 11, 1 (Tryndamere dies and his clause with him, though the excess still clears 5); 12 to 15, 1 (the excess is under 5); 16 or more, 0 (466.5: 'If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control if they didn’t already control this Battlefield.'). With the Hold's four the turn is 8, 7, 5, 5 and 4. EIGHT NEEDS A GARRISON OF 1 TO 3 SUMMED MIGHT. A third Brambleback (20 Might) makes it 9 at 1 to 3, 8 at 4 to 7, 5 at 8 to 19 and 4 from 20. Re-derived on 2026-10-26 from the rules above.
- THREE ON ONE BODY OR ONE EACH ON THREE, AND THE CHOICE IS ABOUT WHAT ANSWERS IT. 434.1.c appends the Effect Text of all attached cards to the Top-Most Card, so three Trinity Forces on a single carrier are three separate 'When I hold, score 1 point' instances. That is the cheap configuration — one body — and it is the fragile one: killing the carrier takes all four Beginning-Phase points at once, because 323.6 also strips your Control of the battlefield the moment your last body leaves it. Spread across three carriers the same four points survive one removal and cost two more bodies. State which you are running; the entry prices the one-body version.
- THE GEAR ANSWER, NAMED, BECAUSE TWELVE ENTRIES STANDING ON ATTACHED EQUIPMENT NAMED NONE. 718.5.b keeps an attached card 'chosen or targeted by game effects while Attached', so the Trinity Forces are removable where they stand. OGN-022 Thermo Beam is Fury, E5 + 2 Power, [Action], and reads 'Kill all gear' — it takes all three at once and it is IN THIS ENTRY'S OWN DOMAIN, so an opponent on a Fury legend has it. SFD-005 Detonate at E1 + 1 Power takes one and draws its controller two. Spreading the Equipment across three bodies does nothing against Thermo Beam and everything against Detonate, which is the second half of the configuration choice above.
- THE EXCESS THRESHOLD IS A CEILING ON THEIR GARRISON, NOT ON YOUR BOARD. R28 = A makes excess damage attacking Might that was never assigned, and 465.2.c.4 is what leaves any — 'Units cannot have more damage assigned to them than the minimum required to constitute lethal damage'. Tryndamere at 8 plus two Bramblebacks at 4 is sixteen summed Might (465.2.a), so the clause is met against any garrison of summed Might ELEVEN OR LESS. Above that the attack half pays only its Conquer point and the turn is five rather than eight — which is the honest failure mode and the reason the Hold half is worth carrying. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): eleven or less is the excess condition only. From a garrison of 8 the defender kills Tryndamere and the attack half is 1 with the excess met, and from 4 it kills a Brambleback and the half is 3 (the arithmetic notable). The turn is eight against a garrison of 1 to 3 summed Might, seven at 4 to 7, five at 8 to 15.
- [Accelerate] IS WHAT MAKES IT ONE TURN RATHER THAN TWO. 143.4 enters units exhausted and 144.2 charges the Standard Move their exhaust, so a Brambleback played this turn could not attack this turn — except that UNL-029 prints [Accelerate] at E1 + one Fury rune, and 805.1.a.1 requires that Power to match one of the unit's OWN domains, which Fury does. Tryndamere has no Accelerate and must be deployed a turn early.
- THE THREE BRAMBLEBACK INSTANCES ARE ON TRYNDAMERE'S CONQUER AND NOT ON TRINITY FORCE'S HOLD. UNL-029 reads 'Your conquer effects for conquering here trigger an additional time' — CONQUER, and 471.2.a and 471.2.b keep Conquer abilities and Hold abilities apart — so the Bramblebacks do nothing for the Beginning Phase and the Hold half is unmultipliable in this identity. SFD-030 Skyfall of Areion would bridge them ('My hold effects are also conquer effects, and vice versa') and is already the subject of brambleback-trinity-skyfall-conquer, which is the same three cards WITHOUT Tryndamere — that entry turns the Hold into a Conquer and scores everything in the Main Phase, where this one deliberately scores in both phases so that the two halves fail independently.
Bodies no card supplies
One unit card to carry the three Trinity Forces and hold the battlefield: 818.1.c.2 makes [Equip] short for 'Attach this gear to a unit you control', and 434.1.c appends the Effect Text of ALL attached cards to the Top-Most Card, so three on ONE body is three instances of 'When I hold, score 1 point' rather than one. Spreading them across three bodies is the same four points and a different risk profile — see the notables.
Steps
- Earlier turns: take a battlefield, stand one unit on it, and attach three Trinity Force to it — E4 and one Body rune each (818.1 makes [Equip] a separate Activated Ability with its own cost, and 359.2.d had already entered each gear ready at your base). Deploy Tryndamere (E7 + 2 Fury Power) so 315.1.b has readied him.
- The board this is for: you control and garrison ONE battlefield, the opponent controls and garrisons the other with a summed Might of eleven or less. Either extreme is worth less and the notables say by how much. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): three or less for eight. A garrison of 4 to 7 makes the turn seven and 8 to 11 five, because the defender picks the deaths (the arithmetic notable).
- Beginning Phase. 315.2.b.2 Holds every battlefield you control. 471.1 gains the Hold's own point, and 471.2.b — 'Hold abilities trigger at a Battlefield that was Held' — fires the carrier's appended text, which 434.1.c has made three copies of 'When I hold, score 1 point'. FOUR POINTS, and 194.1.c makes three of them ability Gains that 470's cap never sees (R2 = A).
- Main Phase. Play two Red Brambleback, paying [Accelerate] at E1 + one Fury rune each so 143.4 does not cost them the turn, and Standard-Move them with Tryndamere from your base into the enemy battlefield — 144.4.a, one action for all three under 144.3, each paying its own exhaust (144.2, 144.3.c).
- 450 applies Contested, 464.2.c.1 makes you the Attacker and 464.2.c.3 designates all three. 465.2.a sums your Might at 16; 465.2.c assigns, 465.2.c.4 caps each defender at its own minimum lethal, and what is left over is the excess R28 = A names — five or more against any garrison summing eleven or less. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): that is the excess condition; the count depends on who is alive at the Conquer (step 6).
- 466.3.a gives you the combat, 466.5 establishes Control and 466.5.d makes it a Conquer, which 471.1 pays. Tryndamere's condition is met and each Brambleback adds an instance at that battlefield, so his clause fires three times. FOUR MORE POINTS, and eight in the turn. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): four only with all three alive at the Conquer, a garrison of 1 to 3 (383.4.c.2.a, 365.1). The defender picks the deaths (465.2.c, 465.2.c.3): 4 to 7 kills a Brambleback for three, 8 to 11 kills Tryndamere for one (the arithmetic notable).
- Nothing here needs a following turn and the opponent never acts between the two halves — the Hold is in 315.2 and the attack in 316, which is why this is a CHAIN across two scoring events rather than a BURST in one.
How it ends
eight points in one turn across two scoring events in two different phases — four from a Hold at a battlefield you already control and four from a Conquer at one the opponent garrisons — with no opponent turn in between; a third Brambleback makes it nine, and on either extreme board only one half pays CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): eight needs the garrison at 1 to 3 summed Might; 4 to 7 is seven and 8 to 15 five (the arithmetic notable). A third Brambleback makes it nine at 1 to 3 and eight at 4 to 7.
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (SFD-115, OGN-034, UNL-029, OGN-022, SFD-005, SFD-030) 2026-07-16
- Rules readings R1 = A with stacking (2026-09-03) and R28 = A (2026-09-04), GitHub issue #11 2026-09-04
Walked here, in this project
- Hand walk 2026-09-14 (docs/phase0/walks/2026-09-14-fury-chaos-the-empty-cell.md §13), issue #200 — this entry was PREDICTED by that census before it was walked 2026-09-14 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.
SYNTHESIZED and PREDICTED (#200). §13 of the companion walk measured that only four of 62 spanning finishers draw points from both of their domains, and that the exceptions take one of exactly two routes — an Equipment point source, which the pool prints once in SFD-115 Trinity Force, or two halves that want opposite boards. Cross-tabbing which body/X pairs had taken the Equipment route returned body/calm, body/chaos and body/order as covered and BODY/FURY and BODY/MIND as empty; body/fury is the one that can take BOTH routes at once, because Trinity Force is Hold-gated and its only Fury partner is combat-gated. scripts/have.mjs confirmed SFD-115 + OGN-034 appears in no entry or subset. Hand-walked afterwards with every cited paragraph opened and pasted. The configuration choice, the gear answer in its own domain, and the garrison ceiling that switches the attack half off are all stated rather than left to a reader. REVISED 2026-10-26 (#464, the follow-up PR #463 listed for #457): dated corrections on the arithmetic and excess-threshold notables, steps 2, 5 and 6 and terminatesIn. 'Eleven or less' was the excess condition, and the count needs the attackers alive, which the defender decides (465.2.c, 465.2.c.3): the turn is 8 against a garrison of 1 to 3 summed Might, 7 at 4 to 7, 5 at 8 to 15, 4 from 16. The declared quantities still reach 8 across the two scoring events, against a garrison of 1 to 3, so the class stays CHAIN and the status verified. The companion play docs/plays/2026-09-14-one-body-carries-four-points.md carries the same 'eleven or less' and '+4'; it has a dated correction of its own.
Walked against Core Rules 2026-07-16