Combo · CHAIN · 8 points
Yasuo, Windrider played on turn three and shuttled with Ride the Wind from turn four, on top of the Hold curve — two points no board of theirs can switch off, for a turn-five eight
Pieces
- Yasuo, Windrider ×1
OGN-205 · engine · chaos
[Ganking] (I can move from battlefield to battlefield.) The third time I move in a turn, you score 1 point.
- Ride the Wind ×2
OGN-173 · payoff · chaos
[Action] (Play on your turn or in showdowns.) Move a friendly unit and ready it.
Payoff
Deck
- Legend's Domain Identity includes Chaos (103.1.b.3): Yasuo and Ride the Wind are both Chaos. Synthesized for Chaos/Order (#537), the next legend pair of the identity-first pass (Hold baseline T6, no E1 unit in either domain), and walked with VEN-155 Heart of the Tempest, VEN-113 Kennen, Storm of Shuriken as Chosen Champion, and SFD-159 Trusty Ramhound and OGN-210 Daring Poro as the bodies.
- One battlefield of yours (A) on T4 and T5, with a garrison that keeps it while Yasuo is at base (323.6), and Yasuo alive when each of those turns starts: at base on T4, and at A on T5, where the T4 shuttle leaves him.
- A Chaos rune among the six on the board by T3 and a second among the seven by T4, each recycled after paying Energy (164.2.b.1); a third for the second Ride the Wind on T5.
Run play
Prerequisites
- THE SHUTTLE: Standard Move base to A (144.4.a, its cost the exhaust, 144.2); Ride the Wind A to base, which readies him (449, 415.1); Standard Move base to A again (144.4.a), so it ends at A. On T5 he starts at A and runs the mirror: Standard Move A to base (144.4.b), Ride the Wind base to A, Standard Move A to base, ending at base. Moving into a battlefield you already control applies no Contested (190.3.a.1), so no Showdown is staged (323.8) and 144.1.c never blocks the third move.
- WHY T5 AND NOT T6: the Chaos/Fury shuttle play (docs/plays/2026-09-12-chaos-fury-yasuo-shuttle.md) played one Yasuo a turn and fired all three on T6, a turn the Hold curve already wins. Firing the first Yasuo the turn after he lands puts his points on T4 and T5, on a curve that is 5 on T4, so unopposed it is 6 on T4 and 8 on T5.
- WALKED: against the Calm/Order Radiant Dawn deck of the Galio walk, going first, it wins on T6. Their free T3 attack (Ramhound and Sunlit Guardian, 6 into a lone Daring Poro) takes B back while Yasuo has eaten the T3 mana. On that same board the free Hold curve wins on T8, so the line saves two turns there and one unopposed.
- BREAKS TO, priced against the target (Yasuo has no [Deflect], 809.1.c, so no surcharge): OGN-213 Hidden Blade (Order, in their identity), hidden for one Power the turn before and played for no Energy after move 1 puts him at A, kills him, and from the end of your T4 through their T4 he sits at A, so it reaches him on their own turn too (as a plain spell, E2 + 1), as does OGN-024 Void Seeker outside their identity; OGN-229 Vengeance (Order, E4 P2) kills him at base; OGN-045 Defy (Calm, E1 P1) counters Ride the Wind. SFD-045 Not So Fast does NOT answer it: Ride the Wind chooses a unit friendly to its caster, not to them. VEN-045 Helm of Suppression only makes Ride the Wind cost E3 + 1. UNL-159 Soul Harvest and SFD-162 Blood Money kill the garrison, never Yasuo (M4).
- TURN CLOCK: npm run adversarial -- --turns prints T5 against the Chaos/Order Hold baseline of T6. The clock does not order a spell after the unit it moves, so with ONE Ride the Wind declared it places the spell on T2 and Yasuo on T3 and prints T4, a turn early; two are declared, which is also what the walk plays by T5. Neither open clock gap (#541, #548) touches it: no [Hidden] card in the line.
- HOW OFTEN: going first with no mulligan, a body among the first 5 cards, two among 6, Yasuo among 7 and Ride the Wind among 8 in 6.76% of 2,000,000 simulated deals with nine Energy-2 bodies in a 39-card draw pile (10.43% with twelve); a second Ride the Wind among 9 as well in 1.29% (2.06%).
- NO BURST OR CHAIN IN CHAOS/ORDER REACHES 8 BY T4: the T4 ceiling is the Hold curve's 5 + Yasuo's 1 + SFD-214 Power Nexus's 1 = 7. Shapes checked: Yasuo (this), VEN-138 Shen, Leader of the Kinkou Order (E6 P2, T5 at best), Power Nexus (one game in three, 485.5), SFD-148 Draven, Audacious (needs a combat won), UNL-177 Ivern, Friend to All (the catalogued T6/T7 CHAINs), OGN-286 Reckoner's Arena and OGN-236 Karthus, Eternal.
Bodies no card supplies
Two Energy-2 bodies. T2: it walks onto empty battlefield A and Conquers (144.4.a, 469.1); T3: Hold A (469.2); a body walks to B and Conquers it, 3 points, so the Hold curve stands at 5 when Yasuo first fires on T4
Steps
- T1: an Energy-2 body to base. T2: it walks onto empty battlefield A and Conquers (144.4.a, 469.1); a second body is played onto A (355.2.a) or to base.
- T3: Hold A (469.2); a body walks to B and Conquers it, 3 points. Yasuo (E5 + 1 Chaos Power, a recycled rune) is played to base, where their attack cannot reach him.
- T4: Hold A (and B if still yours). Yasuo: Standard Move base to A, Ride the Wind A to base and ready, Standard Move base to A; the third move scores 1 (194.1.c). 6 points unopposed.
- T5: Hold A and B, or Hold A and shuttle again from A with the second Ride the Wind (A to base, Ride the Wind to A, A to base): 8 points unopposed; the walked contested board is 7, and the T6 Hold of A makes 8.
How it ends
8 points on T5 unopposed from the Hold of both battlefields plus one Yasuo point on T4; on a board where they take B back, the T6 Hold of A after Yasuo points on T4 and T5
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
- Play 2026-10-31 (docs/plays/2026-10-31-yasuo-fires-on-turn-four-off-the-hold-curve-so-chaos-order-wins-turn-five-unopposed-and-their-free-turn-three-attack-makes-it-six.md), issue #537 2026-10-31 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.
SYNTHESIZED 2026-10-31 for #537, the sixth slice of shape 2 (identity-first) of #200: Chaos/Order had ten finishers and none clocked by T4, and the slice asked for a BURST or CHAIN shape. None reaches T4 (see the last notable); this is the T5 one. CANDIDATE, not verified: walked once as a game, going first, against Calm/Order Radiant Dawn, where it wins on T6 against the free curve's T8 on the same board; like the slice-4 entry, the walk loses to the clock. Mono-Chaos cards, so it is legal in all five Chaos legend pairs; it beats the Hold baseline only where that baseline is T6 (Chaos/Fury, Chaos/Mind, Chaos/Order).
Walked against Core Rules 2026-07-16