Combo · ENGINE
Void Gate is a seventh Bonus Damage source and the only one on a battlefield — 715.2 pays it per target, so Bellows Breath deals six
Pieces
- Void Gate ×1
OGN-296 · battlefield
Spells and abilities deal 1 Bonus Damage to units here. (Each instance of damage the spell deals to a unit here is increased by 1.)
- Bellows Breath ×3
SFD-080 · payoff · mind
[Action] (Play on your turn or in showdowns.) [Repeat] 1 Energy + 1 Mind Power (You may pay the additional cost to repeat this spell's effect.) Deal 1 to up to three units at the same location.
Payoff
Deck
- Bellows Breath is mono-Mind and Void Gate is Colorless, so 103.1.b.3 admits any legend with Mind in its pair: UNL-189/UNL-230 Bashful Bloom, SFD-201/SFD-249 Chem-Baroness, VEN-145/VEN-192 Curator of the Sands, OGN-247/OGN-299 Daughter of the Void, UNL-199/UNL-235 Deceiver, VEN-149/VEN-194 Defender of Tomorrow, SFD-189/SFD-244 Fire Below the Mountain, OGN-265/OGN-308 Herald of the Arcane, OGS-021 Lady of Luminosity, SFD-181/SFD-240 Mechanized Menace, OGN-255/OGN-303 Nine-Tailed Fox, SFD-199/SFD-248 Prodigal Explorer, UNL-197/UNL-234 Scorn of the Moon, VEN-151/VEN-195 Soul's Reflection, OGN-263/OGN-307 Swift Scout, UNL-181/UNL-226 Virtuoso.
Prerequisites
- THE ARITHMETIC, WITH THE QUANTITIES THIS ENTRY DECLARES. 715.2: 'If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by' the Bonus Damage. Bellows Breath at Void Gate deals 2 to each of three units — SIX damage for 1 Energy and 1 Mind Power, against the 3 it deals anywhere else. Paying its own [Repeat] (1 Energy + 1 Mind Power) executes the whole thing again for another six, and 820.2.a lets the second execution choose different units. Twelve damage for 2 Energy and 2 Mind Power.
- 714 SUMS INSTANCES, so Void Gate stacks with the six printed 'your spells and abilities deal N Bonus Damage' cards rather than overlapping them. 714.1 keeps Bonus Damage positive.
- 715.4 IS THE LIMIT AND IT MATTERS HERE: 'If no damage was Dealt, then Bonus Damage will not apply.' The Gate augments a Deal, it never creates one, and it does nothing at all for a kill, a banish or combat damage.
- IT IS DISJOINT FROM THE EXCESS-DAMAGE FAMILY, WHICH IS THE TRAP THIS BATTLEFIELD INVITES. 713 scopes Bonus Damage to Deal actions and 417.6.c makes combat damage come from the units themselves, so nothing here feeds OGN-034 Tryndamere's 'excess damage' threshold or SFD-120's. The project measured that separation on the six printed sources; Void Gate is the seventh and it is on the same side of the line.
- IT IS SYMMETRIC AND YOUR OWN GARRISON STANDS IN IT. 'Spells and abilities deal 1 Bonus Damage to units here' — the opponent's removal is a point better against your bodies at this battlefield too. This is a battlefield for a deck whose own units are large or absent.
- VOID GATE IS NOT GUARANTEED TO BE ON THE TABLE: 485.4.a, 485.5, 486.5 and 103.4.c as for every battlefield entry.
Steps
- Bring Void Gate as one of your three battlefields. It needs no Control: there is no 'you' in its text.
- Play Bellows Breath (E1 + 1 Mind Power) and choose up to three units at Void Gate. [Action] speed means this can be done inside a showdown as well as in your Main Phase (806.1.b).
- Each of the three takes 1 from the spell and 1 more from the Gate (715.2), so each takes 2 — six damage from one Energy and one Power.
- Optionally pay the printed [Repeat] cost (1 Energy + 1 Mind Power) at step 2 of playing (356.2.b.1). 820.1.d.1 executes the instructions again and 820.2.a lets the second execution pick different units, for another six.
- 143.3.b.1 heals all marked damage at the end of the turn, so the damage has to be lethal in the turn it is dealt (143.2.a).
Per iteration
6 damage spread over up to three units for 1 Energy + 1 Mind Power, or 12 for 2 Energy + 2 Mind Power with the Repeat
How it ends
engine only — 820.1.b gives exactly one extra execution per casting and 820.1.c.3 forbids paying the Repeat cost twice, so three copies are six executions in a game; 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
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-cards.md), issue #171 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 #171 — the first entry to use OGN-296. Card text verbatim from data/corpus_flat.txt. The project's Bonus Damage sweep had recorded six sources, all worded 'your spells and abilities deal N'; Void Gate is a seventh, worded for the location, and it is the reason the count was worth re-running. Trap check: 713 + 417.6.c are cited so the Gate is not mistaken for a feed to the excess-damage family, which is the trap this card invites; 715.4 is cited so it is not read as creating damage; 143.3.b.1 is cited so the damage is not banked across turns; the symmetry is stated as a cost; exactly one battlefield is named, so 485.4.a is respected.
Walked against Core Rules 2026-07-16