Combo · ENGINE
The Eye of the Herald's third carrier - the one that mints a Recruit on the turn it is played
Pieces
- Vanguard Attendant ×3
OGS-016 · engine · order
I enter ready.
- Eye of the Herald ×3
SFD-153 · payoff · order
[Equip] 1 Order Power (1 Order Power: Attach this to a unit you control.)
When I move, play a 1 Might Recruit unit token here.
Payoff
Deck
- Both cards are mono-Order, so 103.1.b.3 admits any legend with Order in its pair: SFD-201/SFD-249 Chem-Baroness, UNL-199/UNL-235 Deceiver, SFD-197/SFD-247 Emperor of the Sands, VEN-147/VEN-193 Eye of Twilight, SFD-205/SFD-251 Grand Duelist, UNL-195/UNL-233 Green Father, OGN-253/OGN-302 Hand of Noxus, VEN-155/VEN-197 Heart of the Tempest, OGN-265/OGN-308 Herald of the Arcane, UNL-203/UNL-237 Keeper of the Hammer, OGS-021 Lady of Luminosity - Starter, VEN-153/VEN-196 Matriarch of War, OGS-023 Might of Demacia - Starter, UNL-187/UNL-229 Piltover Enforcer, OGN-261/OGN-306 Radiant Dawn, OGN-269/OGN-310 The Boss, SFD-187/SFD-243 Void Burrower.
- Neither card is banned or restricted in either format, and neither is a Signature card. OGS-016 is a Starter printing and is legal in both formats.
- The Eye already attached, or 1 Order Power spare to attach it on the same turn - 818.1.b.2 makes the Attendant the Top-Most Card.
Prerequisites
- WHY 'I ENTER READY' IS THE WHOLE CARD, AND WHAT IT IS WORTH HERE. 143.4: 'Units enter the Board exhausted', alterable by 143.4.a. 144.2: 'Exhausting the Unit is the Cost for this action' - the Standard Move. So a body that enters ready can move the turn it is played, and 415.1 makes 'enters ready' a play-time property rather than a Readying, so it never hands an exhaust back later. On a carrier of the Eye of the Herald that one property is a whole extra Recruit: every other carrier in Order pays a turn of setup before its first move.
- AND WHERE THE TOKEN LANDS. 359.3.f.2 checks a referent 'on execution of the instruction', so 'here' is the battlefield the carrier arrived at - not the base. This line has no walk-to-the-battlefield bottleneck at all: the body and its first token arrive at the same battlefield on the same turn.
- THE PRICE, HONESTLY. 6 Energy + 1 Power is the most expensive 5 Might body in the domain, and UNL-151 Bandle Soldier is the same 5 Might for 4 Energy + 1 Power with the identical text behind a [Level 3] gate. This entry is what you play INSTEAD of the Bandle Soldier when the deck spends its XP: 824.1.d makes the Soldier's ability 'Inactive as soon as the controlling player has less than [N] XP' and 730.2 is what any spend does, so a list running poppy-hunt-xp-discount or shepherds-heirloom-xp-equip cannot have the cheap version. The two entries are alternatives on purpose and each names the other.
- THE THIRD PROPERTY OF THE SAME EQUIPMENT, AND WHY IT IS ITS OWN ENTRY. hungry-wolf-eye-of-herald-double-move buys a SECOND move per turn (more tokens per turn); solari-sunhawk-eye-of-herald-deflect-carrier buys SURVIVAL for the carrier (more turns of tokens); this one buys the FIRST move a turn earlier (one more token, once). Three different scarcities on one card, the same shape as the three Vanguard Helm entries.
- THE RATE AFTER TURN ONE. 144.2 puts the exhaust on the Standard Move and 144.4 confines it to base-to-battlefield without [Ganking], so it is one move - one Recruit - per carrier per turn thereafter, with 415.3.a readying the carrier at your own Awakening. 103.2.b caps both cards at three.
- WHAT IT IS NOT. Nothing here scores, and the Recruits are 1 Might: this project has measured that a single sweep at 1 damage to all units at battlefields kills any number of them simultaneously, and the only fix in the pool is Mind.
Steps
- Have the Eye of the Herald on the board, or 1 Energy spare for it.
- Play Vanguard Attendant (6 Energy + 1 Power). Its own text overrides 143.4 and it enters ready.
- [Equip] the Eye to it for 1 Order Power (818.1.c.2: '[Cost]: Attach this gear to a unit you control'). 136.2.c appends 'When I move, play a 1 Might Recruit unit token here' to the Attendant's Rules Text.
- Standard-move the Attendant to a battlefield the same turn, paying 144.2's exhaust it still has available. The trigger fires and a 1 Might Recruit is played at that battlefield (359.3.f.2 reads 'here' at execution).
- 415.3.a readies it at your next Awakening; move it again for another Recruit, one per turn per carrier.
Per iteration
one 1 Might Recruit per Standard Move, with the first one arriving on the turn the carrier is played
How it ends
engine only - one Recruit per carrier per turn and one extra from arriving ready, capped at three carriers and three Eyes by 103.2.b; nothing here scores
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 (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-order.md, batch 6) 2026-09-07 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.
HAND-WALKED 2026-09-07 (issue #180, batch 6). The first entry to use OGS-016 Vanguard Attendant. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 136.2.c, 136.2.d, 053.1, 143.4, 143.4.a, 144.2, 144.4, 359.3.f.2, 415.1, 415.3.a, 469, 730.2, 818.1.b.2, 818.1.c.2, 824.1.d. Deliberately an ALTERNATIVE to bandle-soldier-enthralling-protector-xp-floor rather than a companion: the two cards are the same body with the same text at different prices, and 824.1.d decides which one a list can run. Third entry on SFD-153 Eye of the Herald and the three are distinguished by scarcity (rate, survival, first-move timing), stated in a notable. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16