RIFTCOMBO

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

6 cards · body + fury · verified

Pieces

Payoff

Score arbitrary pointsBurst of points in one scoring event

Deck

Run plays

Prerequisites

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

  1. 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.
  2. 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).
  3. 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).
  4. 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).
  5. 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).
  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).
  7. 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

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.

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

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