RIFTCOMBO

Combo · ENGINE

813.4.b makes an [Ambush] combat trick FREE TO ATTEMPT - if the Task already running kills your garrison first, the play is UNDONE and the card comes back - and a heal-and-recall save is the one rescue that breaks it

6 cards · calm + body · verified

Pieces

Payoff

Board protection

Deck

Run play

Prerequisites

Bodies no card supplies

Hold UNL-060 Vilemaw and SFD-194 Counter Strike in hand. Have at least one unit at the battlefield you expect to be attacked; 822.1.b needs it and Vilemaw does not count himself at the moment the location is chosen

Steps

  1. Hold UNL-060 Vilemaw and SFD-194 Counter Strike in hand. Have at least one unit at the battlefield you expect to be attacked; 822.1.b needs it and Vilemaw does not count himself at the moment the location is chosen.
  2. The opponent attacks. 464.2.c.3 designates attackers and defenders and the combat proceeds as a Task (333.1).
  3. Play Vilemaw as a [Reaction] to that battlefield. 354.1 moves him to the Chain and Closes the State; he is Pending (354.2).
  4. 354.4 now interposes: any Task outstanding or being handled finishes first - the combat's remaining steps and the Cleanup that 319.1 made outstanding when the state transitioned. 320 keeps your Pending Vilemaw from resolving through it.
  5. If your garrison there survives that, step 5 finds the condition true, Vilemaw finalizes, and 319.6 with 323.2.a give him the Defender designation at the next Cleanup - before 465.2 resolves.
  6. His static applies: enemy units there with less Might than 8 assign damage under 465.2.c and deal none of it (417.1.a).
  7. If instead your last body there is about to die inside that Task, play Counter Strike on it. 437.4 prevents the damage IN PLACE, so the body neither dies nor moves, and the Ambush condition is still true at step 5.
  8. Do NOT reach for a heal-exhaust-recall save instead. 455 relocates the rescued body to your BASE, which empties the battlefield and makes the Ambush illegal - 813.4.b then undoes the play.
  9. If it does fail, nothing is lost: 813.4.b undoes the actions taken while playing it, refunding 8 Energy and 2 Calm Power, and returns Vilemaw to your hand.
  10. Three copies of each (103.2.b), and three Counter Strike spend the entire 103.2.d.1 Signature budget. Nothing here loops and nothing here scores.

Per iteration

one enemy attack at that battlefield deals no combat damage at all, at the price of 8 Energy and 2 Calm Power - refunded in full by 813.4.b if the attempt fails

How it ends

engine only - nothing here scores. One Ambush per copy of Vilemaw (103.2.b) and one Prevent per Counter Strike; a failed Ambush costs nothing but is still one card's worth of timing, and Counter Strike's own draw makes an unused copy a cantrip rather than a dead card

Sources

Published elsewhere

Walked here, in this project

Walked against Core Rules 2026-07-16

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