Combo · ENGINE
The Temple pays per change of hands, not per turn — and the gear worth readying is the one whose grant is capped at a single spell
Pieces
- Veiled Temple ×1
SFD-221 · battlefield
When you conquer here, you may ready a friendly gear. If it's an Equipment, you may detach it.
- Temporal Portal ×3
SFD-078 · payoff · mind
1 Power of any domain, Exhaust: Give the next spell you play this turn [Repeat] equal to its cost. (You may pay the additional cost to repeat the spell's effect.)
Payoff
Deck
- Temporal Portal is mono-Mind and the Veiled Temple is Colorless (103.4), so ANY legend whose two domains include Mind runs the line (103.1.b.1). Nothing here is Signature (103.2.d.2).
- The Veiled Temple has to be the battlefield in play. 485.5 selects one of the three each player provides at random and 103.4.c forbids more than one of a name — the entry's largest caveat, stated here per the project's battlefield rule.
Prerequisites
- THE TEMPLE PAYS PER CHANGE OF HANDS, NOT PER TURN, AND THAT IS THE FIRST THING TO SAY. 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', and 466.5.d makes establishing Control a Conquer. 348.2.a carries the same 'does not already Control' clause for a Showdown. So holding the Temple pays nothing: it fires the turn you take it and again only after you have lost it and taken it back. Any pricing of this as a per-turn readier is wrong.
- WHY THE PORTAL AND NOT ANOTHER GEAR. The rule's own excludes already remove the four gear whose ability kills or gives away its own source — 415.1 marks an object ON THE BOARD, so a gear in the trash cannot be readied. The filter this walk adds is the same one the Jayce family uses: a readier is worth a second FULL activation only where the effect has a hard cap per use. Temporal Portal's is as hard as they come — 'the next spell you play this turn', exactly one — so two activations are two spells doubled, where Ancient Henge's 'Pay any amount' would give a second activation worth zero.
- WHAT A DOUBLED SPELL IS ACTUALLY WORTH, IN TWO CURRENCIES. 820.1.b: 'Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time', and 820.2.a lets the second execution make different choices. But 820.1.c.1 is the half that is easy to miss: 'The Cost is an Additional Cost to be paid during the steps of playing the spell' — it is SPENT. So a [Repeat] simultaneously doubles the effect and pushes the turn's spend up, which every 'if you spent N or more' clause in the pool reads and every 'costs N or more' clause ignores (206's second worked example is Defy against Rocket Barrage). Two Portal activations in one turn are two doubled spells and two spend-thresholds cleared.
- THE COST IS A RAINBOW EACH TIME, AND THE REPEAT IS PAID ON TOP. The Portal charges 1 rainbow and its own exhaust to GRANT [Repeat]; the [Repeat] cost itself is 'equal to its cost' and is paid separately when the spell is played. So a doubled 4-Energy spell is 4 Energy for the spell, 4 more for the Repeat, and a rainbow for the grant. This is a value engine for a deck already casting expensive spells, not a discount.
- THE DETACH CLAUSE IS FREE UPSIDE THE ENTRY DOES NOT LEAN ON. 'If it's an Equipment, you may detach it' — 818.1 makes attaching an Activated Ability with a cost, so a free detach is a real saving on a Svellsongur or a Skyfall you want to move. The Portal is not an Equipment, so this clause never applies to it, and the entry is priced without it.
- COST AND RATE, WITH THE QUANTITIES DECLARED. Portal E3, three copies (103.2.b). Each Conquer at the Temple readies one, so a game in which the Temple changes hands twice is two extra grants — and the base rate, with no Temple at all, is one grant per Portal per turn, since 315.1.b readies each in your Awakening. Three Portals already give three grants a turn without the Temple; what the Temple adds is a FOURTH on the turn you retake it, at a moment you chose.
- WHAT REFUTES IT. (a) The Temple is a 1-in-3 draw at best (485.5). (b) Losing the battlefield in order to retake it is a cost the opponent decides, not you. (c) 'The next spell you play this turn' expires with the turn: an unspent grant is wasted, so the ready has to come before the spell, in the same Main Phase.
Bodies no card supplies
Take the Veiled Temple — walk a unit in and Conquer it (348.2.a / 348.2.a.1 for a Showdown, or 466.5 / 466.5.d out of a Combat)
Steps
- Provide the Veiled Temple as one of your three battlefields (103.4.c); 485.5 decides whether it is in play.
- Play Temporal Portal (E3). Gear enters ready, since 143.4 exhausts units only.
- In a Main Phase, pay 1 rainbow and exhaust the Portal: the next spell you play this turn has [Repeat] equal to its cost.
- Play that spell and pay the [Repeat] cost as an Additional Cost during the steps of playing it (820.1.c.1). Its effect executes a second time (820.1.b), with different choices if you want them (820.2.a).
- Take the Veiled Temple — walk a unit in and Conquer it (348.2.a / 348.2.a.1 for a Showdown, or 466.5 / 466.5.d out of a Combat). The Temple's trigger fires: ready a friendly gear.
- Ready the Portal and activate it again for a second grant, on a second spell, in the same turn.
Per iteration
one extra doubled spell on every turn the Veiled Temple changes hands into yours, on top of the one grant per Portal per turn the Awakening already pays
How it ends
engine only — the Temple pays per change of hands (466.5), 103.2.b caps the Portal at three copies, and nothing here scores beyond the Conquer that fired it
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Synergy rule veiled-temple-readies-gear (data/synergies.json) 2026-09-06
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-rules-second-pass.md), issue #170 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 #170), from the proven rule veiled-temple-readies-gear (34 partners, 32 uncovered, one entry). The entry leads with the limit rather than the payoff: 466.5's 'if they didn't already control this Battlefield' and 348.2.a's identical clause mean the Temple pays per CHANGE OF HANDS, never per turn, which is the mistake this pairing invites. SFD-078 Temporal Portal is chosen by the same filter the Jayce family uses — a readier is worth a second full activation only where the effect is capped per use, and 'the next spell you play this turn' is exactly one. Card text verbatim from data/corpus_flat.txt. Citations opened and read: 103.1.b.1, 103.2.b, 103.2.d.2, 103.4, 103.4.c, 143.4, 206, 315.1.b, 348.2.a, 348.2.a.1, 415.1, 466.5, 466.5.d, 485.5, 818.1, 820.1.b, 820.1.c.1, 820.2.a. Ban check: SFD-221 and SFD-078 carry no [BANNED marker. Trap check: the battlefield is chosen at random (485.5) and named in prerequisites.easy; the grant expires with the turn; [Repeat] gives exactly one extra execution (820.1.b) and its cost is SPENT (820.1.c.1), which a 'costs N' clause ignores (206); no token, no [Temporary], no buff. Depends on no unruled reading.
Walked against Core Rules 2026-07-16