Combo · BURST · 8 points
Two Tryndamere, one wearing three swords — the last cell of the Svellsongur family
Pieces
- Tryndamere, Barbarian ×2
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.
- Svellsongur ×3
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Payoff
Deck
- Legend domains cover Calm and Fury, and that is a FORCED SHELL: measured over data/cards.json on 2026-09-12, the pool prints exactly ONE Calm/Fury legend name, Rogue Assassin (VEN-139 / VEN-189). CLAUDE.md's legend census records the same thing - Calm/Fury is one of only three single-name pairs, beside Body/Mind (Defender of Tomorrow) and Chaos/Order (Heart of the Tempest).
- Neither OGN-034 nor SFD-059 is a Signature card (checked on the signature field in data/cards.json, both false), so 103.2.d.2 forces no legend. 103.2.b allows the two Tryndamere and the three Svellsongur.
Prerequisites
- TEN POINTS IN ONE CONQUER, AND THE SECOND TRYNDAMERE IS LOAD-BEARING TWICE. Three Svellsongur on one carrier compose 2^3 = EIGHT instances of his trigger (434.1.c gives the Top-Most Card 'all Effect Text of all cards Attached to it appended to its Rules Text'; 477.2.c appends it in Layer 2; 479.1 finds no dependency between two copies that each alter the other; 480.3 falls back to attach order; 476.1 applies each effect 'only a single time across all sequences'), and the bare Tryndamere supplies a ninth. Nine Gains plus the Conquer's own Score is TEN. But the second body is not there for the ninth point - it is there because Svellsongur's Might Bonus is +0 and the trigger has a THRESHOLD.
- THE THRESHOLD IS THE WHOLE DIFFICULTY, AND IT IS ARITHMETIC RATHER THAN A RULE. R28 = A defines excess damage as attacking Might never assigned, and 465.2.c.4 caps each assignment at 'the minimum required to constitute lethal damage', so against a garrison of summed Might D the excess is (your summed attacking Might) - D. ONE Tryndamere is Might 8, needing 8 - D >= 5, i.e. D <= 3 - a single Might-4 defender beats him by one, which is the bound angle-shot-battleaxe-tryndamere-excess was written to widen. TWO are Might 16, so D <= 11, which is an ordinary garrison. 383.2.a.1 makes 'if you assigned 5 or more excess damage' part of the Trigger Condition, checked once when the triggers are placed - so the threshold is met or missed ONCE for the whole attack, and all nine instances stand or fall together. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): D <= 11 is the excess condition only, and clearing it is not scoring ten. The garrison assigns its own summed Might back. 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.' Each Tryndamere is Might 8, so a garrison of 8 or more kills one, and the defender picks the carrier, whose eight instances go with him: 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.' And Svellsongur copies the text only 'for as long as this is attached to it', which 719.5: 'When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.' A dead Tryndamere's damage was assigned before he died, so the excess is still 16 - D (465.2.c.4: 'Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them. Example: If a player has 5 damage to distribute among four 3 Might units and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units.'). Against a garrison of summed Might D with no damage marked and nothing else changing Might in the combat: D 1 to 7, 10 (neither can die); 8 to 11, 2 (the carrier dies, the bare Tryndamere scores); 12 to 15, 1 (one dies, and the excess is under 5); 16 or more, 0 (both die, or the garrison survives, and 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.'). An empty battlefield is 1: no Combat, so no attack (807.1.d: 'Being an attacker means the Unit has gained the Attacker designation during Combat. See rule 459. Combat for more information.'). Re-derived on 2026-10-26 from the rules above. THE DECLARED QUANTITIES STILL REACH 8, so the class stays BURST: ten in one Conquer, against a garrison of 1 to 7 summed Might.
- IT IS HONESTLY NARROWER THAN ITS MONO-FURY SIBLING AND THE READER SHOULD KNOW. tryndamere-brambleback-conquer runs T=2, K=3 for NINE points at E26 + 7 Fury Power and is MONO-FURY, so every one of the five Fury pairs can run it; this is E26 + 4 Fury + 6 Calm for TEN and only a Calm/Fury legend can. One extra point for three more Power and a narrower identity is not obviously a trade worth making, and the reason to catalogue it is that it is a different card set the matcher can report - a deck already running Svellsongur for another line reaches this one without adding a Brambleback. State the comparison rather than implying dominance in either direction. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): both counts depend on the garrison (the threshold notable). This line scores 10, 2, 1 and 0 against garrisons of 1 to 7, 8 to 11, 12 to 15 and 16 or more; tryndamere-brambleback-conquer scores 9, 7, 5, 3 and 1 against 1 to 3, 4 to 7, 8 to 11, 12 to 15 and 16 to 27. Against 4 to 7 this one leads 10 to 7; from 8 to 27 the five-body line scores more (from 28 both score 0), because its multipliers are spread over bodies the garrison kills one at a time and these eight ride on one.
- THE GEAR IS THE ANSWER, AND A CONQUER IS ANSWERABLE IN ITS OWN WINDOW. 718.5.b - 'Attached cards still can be chosen or targeted by game effects while Attached' - keeps all three Svellsongur legal targets even though 718.2 makes their printed Rules Text Inactive and 721.2 their [Equip] unusable. Stripping one halves the instances from 8 to 4 and the total from 10 to 6. Swept over text+effect of every deckable base, the pool prints 16 gear-kill printings across 15 names and every domain prints at least one; the unconditional enemy-facing ones are OGN-022 Thermo Beam, SFD-005 Detonate, VEN-003 Brittle Steel, OGN-224 Salvage, SFD-032 Disarming Rake and SFD-077 Rocket Barrage, and Thermo Beam (Fury, E5 + 2 Fury Power, '[Action] Kill all gear') answers all three with one card. Unlike a Hold BURST this one can be answered IN ITS OWN WINDOW: a Hold pays at 315.2.b.2 inside your Beginning Phase where 312.2.a gives the opponent priority only during THEIR Main Phase, but a Conquer is a Main Phase event and 806.1.c.1 makes [Action] short for 'This can be played during showdowns on any player's turn'.
- DO NOT REACH FOR UNL-019 BLIGHTED BATTLEAXE HERE WITHOUT WALKING IT FIRST. It is the obvious widener - Fury, +4 Might Bonus, which would take a LONE Tryndamere to 12 and D <= 7 - and angle-shot-battleaxe-tryndamere-excess already uses it. But it prints 'At the end of your turn, if I didn't conquer this turn, unattach this and deal 4 to me', and 136.2.d makes 'me' in appended Effect Text the CARRIER. Under R6 = A Svellsongur copies the carrier's CURRENT text, and 434.1.c has already appended the Battleaxe's Effect Text to that text - so the copies would carry the drawback as well as the payoff, which is the trap section 11 records ('a Svellsongur copy carries a card's DRAWBACK as well as its payoff'). Whether 'unattach THIS' in a copied instance means the Battleaxe or the Svellsongur is NOT settled by any paragraph opened here, and the line does not need it: two Tryndamere reach D <= 11 with no ambiguity at all. Left out deliberately rather than guessed.
- THE FAMILY THIS COMPLETES. Svellsongur copies a carrier's text, and the pool prints exactly ONE non-Hold point card per domain for it to copy: VEN-046 Nasus (calm) in nasus-svellsongur-conquer-burst, UNL-177 Ivern (order) in ivern-svellsongur-four-tags-hold, SFD-148 Draven (chaos) in draven-svellsongur-bloodless-combat-burst, VEN-065 Swain (mind) in swain-svellsongur-conquer-burst, and OGN-034 Tryndamere (fury) here. Body prints no non-Hold point card at all, so the family is complete at five. Each member is a different identity and none dominates another; what differs is the gate - Nasus and Ivern need only the Conquer, Draven needs a combat win, Swain needs three card types played, and this one needs the excess-damage threshold.
Steps
- Over earlier turns, play two Tryndamere, Barbarian (E7 + 2 Fury Power each) and three Svellsongur (E3 + 1 Calm Power each), attaching all three Svellsongur to the SAME Tryndamere for E1 + 1 Calm Power apiece. 143.4 has the units enter exhausted; 315.1.b readies them at your next Awakening. Gear is unaffected by 143.4 and enters ready.
- On the finishing turn, Standard-Move both Tryndamere to an enemy-held battlefield in ONE action (144.3 with 144.3.a's shared destination), each paying its exhaust under 144.2. 450 applies Contested status.
- At the Cleanup, 323.9 stages a Combat because units of opposing players are present, and it opens. Your summed attacking Might is 16 (465.2.c).
- In the damage step, 465.2.c.4 caps each assignment at the minimum lethal, so against a garrison of summed Might D you assign D and leave 16 - D unassigned. That remainder is the excess damage (R28 = A), and the clause needs 5 or more, i.e. D <= 11. CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): that is the excess condition only. Ten needs both Tryndamere alive at the Conquer, which is D <= 7 (the threshold notable).
- You are the only player with units remaining (466.3.a), 466.5 establishes Control and 466.5.d makes it a Conquer, gaining its own point (469.1, 471.1).
- 383.4.c.2.a places the conquer ability of both Tryndamere present - eight instances from the loaded one and one from the bare one - and each checks the same single excess-damage figure and scores. ONE PLUS NINE IS TEN, in a single scoring event, with 470 spent on the Score and unable to cap the nine 194.1.c Gains (R2 = A). CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): both are present only against a garrison of 7 or less summed Might. From 8 the defender kills the carrier, his eight instances leave with him, and the count is 2 (the threshold notable).
How it ends
ten points in one scoring event for E26, 4 Fury Power and 6 Calm Power - one Conquer Score and nine ability Gains that 470 does not cap - against any garrison of summed Might 11 or less CORRECTED 2026-10-26 (#464, the follow-up PR #463 listed for #457): ten against a garrison of summed Might 1 to 7. From 8 to 11 it is two, because the defender kills the carrier, and from 12 to 15 one (the threshold notable).
Sources
Walked here, in this project
- Hand walk 2026-09-12, issue #200 (docs/phase0/walks/2026-09-12-synthesised-lines.md section 27) 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.
Card text verbatim from data/corpus_flat.txt. Rules opened and pasted from data/Riftbound-Core-Rules-2026-07-16.txt: 103.1.b, 103.2.b, 103.2.d.2, 136.2.d, 143.4, 144.2, 144.3, 144.3.a, 194.1.c, 312.2.a, 315.1.b, 315.2.b.2, 323.9, 383.2.a.1, 383.4.c.2.a, 434.1.c, 450, 465.2.c, 465.2.c.4, 466.3.a, 466.5, 466.5.d, 469.1, 470, 471.1, 476.1, 477.2.c, 479.1, 480.3, 718.2, 718.5.b, 721.2, 806.1.c.1. Stands on R2 = A, R6 = A and R28 = A; no new reading, and one possible reading was deliberately avoided rather than filed - see the Blighted Battleaxe notable. Identity computed from data/cards.json (fury + calm, exactly two). Legality checked against data/legality.json: neither card appears in its 21 rows. Arithmetic checked against the entry's own declared quantities: 2^3 = 8 instances on the loaded carrier plus 1 on the bare one is 9 Gains, plus the Conquer Score is 10, and the excess-damage threshold is met at summed Might 16 against any D <= 11. scripts/have.mjs confirmed no entry uses this card set or a subset. REVISED 2026-10-26 (#464, the follow-up PR #463 listed for #457): dated corrections on the threshold and comparison notables, steps 4 and 6 and terminatesIn. The arithmetic sentence above, 'the excess-damage threshold is met at summed Might 16 against any D <= 11', stands as the threshold, and ten needs D <= 7, because the defender chooses the deaths (465.2.c, 465.2.c.3) and kills the carrier from 8. By band: 10 at 1 to 7, 2 at 8 to 11, 1 at 12 to 15, 0 from 16, and 1 on an empty battlefield. The declared quantities still reach 8, against a garrison of 1 to 7, so the class stays BURST and the status verified. No new reading.
Walked against Core Rules 2026-07-16