Combo · ENGINE
Svellsongur on the Stellacorn Herder — two draws per move, and the legend is the second move
Pieces
- Unforgiven ×1
OGN-259 · legend · calm/chaos
2 Energy, Exhaust: Move a friendly unit to or from its base.
- Stellacorn Herder ×1
SFD-048 · payoff · calm
When I move, draw 1.
- Svellsongur ×1
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Payoff
Deck
- Legend domains are Calm and Chaos: OGN-259 Unforgiven IS the legend, and both other cards are Calm.
Prerequisites
- FOUR DRAWS, AND THE ARITHMETIC IS TWO MOVES TIMES TWO INSTANCES. Standard Move (144.1.a, cost is her exhaust) is move one; the legend's ability moves her back and costs 2 Energy and the LEGEND's exhaust, not hers, so it is move two. Two instances of the trigger fire on each: 4 cards for 2 Energy. That is the figure the source gives.
- THE LEGEND'S ABILITY IS WHAT MAKES IT TWO AND NOT ONE. Without it she has one Standard Move a turn. 381 permits the activation in the Main Phase and 446.1 makes it a Move, so the trigger fires; 456 never applies because it is not a recall.
- IT IS DRAWS, AND DRAWS ARE A LIABILITY AT THE BOTTOM. Four a turn empties a deck fast, and 431.1.a plus 194.1.d turn the fifth into a point for the opponent. This is the same ceiling that keeps twilight-reveler-svellsongur-stellacorn-draw an ENGINE.
- SHE IS A 3 MIGHT BODY WITH NO PROTECTION standing at a battlefield every turn; the source's own framing is that she is the best card in the deck 'if she gets to live'.
- Different line from twilight-reveler-svellsongur-stellacorn-draw, which readies her with attack triggers instead of moving her with a legend, and from yasuo-syren-unforgiven-point, which uses the same legend to move Yasuo for a point rather than the Herder for cards.
Steps
- Equip Svellsongur to Stellacorn Herder (1 Energy + 1 Calm Power). She now has 'When I move, draw 1' twice.
- Standard Move her from base to a battlefield (144.1.a, 144.4.a), exhausting her. Both instances fire: draw 2.
- Activate the legend (2 Energy, exhaust the legend): move her back to her base. Both instances fire again: draw 2.
- Four cards for 2 Energy. Repeat every turn - she readies in the Awaken (315.1.b) and so does the legend.
Per iteration
+4 cards per turn for 2 Energy, from two moves times two copies of the trigger
How it ends
engine only - four cards a turn until the Main Deck runs out, at which point 431.1.a and 194.1.d take over
Sources
Published elsewhere
- YouTube — IcecreaamTCG, "YASUO IN SPIRITFORGE?! Combo Purple Yasuo deck profile + Gameplay" 2026-03-05
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Minería por leyenda — issue #62 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 2026-09-06 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 2026-09-06 (docs/phase0/walks/2026-09-06-issue62-section3.md), issue #62 section 3. The source's 'four cards' is exact and the walk shows where each comes from: two moves, two instances. What the entry adds is the ceiling - CLAUDE.md has carried 'infinite draw is a liability' since the first session, and this is the second entry after twilight-reveler-svellsongur-stellacorn-draw where it decides how the line is described rather than what class it gets. Card text verbatim from data/corpus_flat.txt. Trap check: no attack designation; no [Repeat]; no [Temporary]; no token; the legend's move is a Move and not a Recall (446.1, 456); 143.4 delays the first turn only. Depends on R6 (ruled A).
Walked against Core Rules 2026-07-16