Combo · ENGINE
Yeti Brawler x Red Brambleback with Renata Glasc, Industrialist — six ready Gold off one Conquer
Pieces
- Yeti Brawler ×1
UNL-018 · payoff · fury
When I conquer, if you assigned 3 or more excess damage, play two Gold gear tokens exhausted. (They have "[Reaction][>] Kill this, Exhaust: [Add] 1 Power of any domain.")
- Red Brambleback ×2
UNL-029 · engine · fury
[Accelerate] (You may pay 1 Energy + 1 Fury Power as an additional cost to have me enter ready.) Your conquer effects for conquering here trigger an additional time. When I conquer, [Buff] a friendly unit. (Give it a +1 Might buff if it doesn't have one.)
- Renata Glasc, Industrialist ×1
SFD-171 · engine · order
Your tokens enter ready.
Payoff
Deck
- Legend domains cover Fury and Order (103.1.b). Three legends do: UNL-187 Piltover Enforcer, OGN-253 Hand of Noxus, SFD-187 Void Burrower.
Prerequisites
- PILTOVER ENFORCER (UNL-187) IS THE LEGEND, not Hand of Noxus: 'When you conquer, if you assigned 3 or more excess damage, you may exhaust me to ready a unit' is Yeti's condition word for word, so the same combat that makes the Gold also readies a body.
- ONE CONQUER PER BATTLEFIELD PER TURN. 466.5.d: 'Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.' This does not repeat inside a turn, and 485.4.a puts only two battlefields on the table in a Duel.
- SPEND THE POWER THE TURN IT APPEARS. 167 empties the Rune Pool at the start of each player's Main Phase and at the end of each player's turn. The Conquer happens inside combat, i.e. after the Main Phase started, so the six Power survives to end of turn and no further.
- EVERYBODY HAS TO LIVE. 383.4.c.2.a requires the units the conquer effects belong to be present when control is gained. Yeti is M6 and both Bramblebacks are M4, and all three have to survive a combat the deck also has to win. This is the entry's real fragility and issue #32 did not state it. CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): not all three have to live. The Yeti does, and each Brambleback that dies costs two Gold rather than all six; and the defender decides which dies (the excess notable). Six Gold needs a garrison of 1 to 3 summed Might, and from 6 the defender kills the Yeti.
- Excess damage: attacking Might is 6 + 4 + 4 = 14, so any garrison summing under 11 Might leaves the 3 or more the trigger asks for, under R28 = A (ruled 2026-09-04). Note the tail of 465.2.c.4 that R28 = A overrides: the rule caps assignment at lethal 'unless no further units remain to have damage assigned to them', and reading that tail literally would make excess damage always zero and all six cards printing the phrase dead letter, against rule 002. CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): 'under 11' is off by one and it is the excess condition only. Against a garrison with no damage marked the excess is 14 less the garrison's summed Might (465.2.c.4), so a garrison of exactly 11 still leaves 3: the condition is 11 or less. Clearing it is not making six Gold. 383.4.c.2.a: 'The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering.' 365.1: 'Passive Abilities of Permanents are typically only active while on the Board.' The defender picks the deaths: 465.2.c: 'Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.' With 465.2.c.3: 'Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.' The Gold need the Yeti alive (Might 6) and count each Brambleback present. Against a garrison of summed Might G with no damage marked and nothing else changing Might in the combat, the defender choosing the deaths that cost most, the line makes: G 1 to 3, 6 Gold; 4 to 5, 4 (a Brambleback dies); 6 or more, 0 (the defender kills the Yeti whatever the excess, and from 12 the excess is under 3 anyway). With three Bramblebacks (the scaling notable): G 1 to 3, 8; 4 to 5, 6; 6 or more, 0. Re-derived on 2026-10-26 from the rules above.
- A REAL COMBAT IS REQUIRED. Entering an empty enemy battlefield is not an attack (461 needs units of two opposing players at the battlefield), and with no combat no damage is assigned, so the 'excess damage' clause can never be met on a walk-in conquer.
- The Reckoner's Arena exclusion does NOT apply here. data/synergies.json excludes Yeti Brawler from OGN-286 Reckoner's Arena by 383.4.g.1 ('If any of the non-conquer parts of the condition are not fulfilled, it will not be placed on the chain') because a HOLD assigns no damage. This line is a real Conquer after a real combat, so there is nothing for that exclusion to bite on.
- Scaling: instances = 1 + K for K Bramblebacks, and Gold = 2 x instances. K=2 gives 6 Gold as declared; K=3 gives 8. Deployment for the declared board is 14 Energy and 3 Power across several turns.
Steps
- Deploy Renata Glasc, Industrialist anywhere on the board, and Yeti Brawler plus both Red Bramblebacks (the Bramblebacks can pay [Accelerate] to skip a turn of 143.4).
- Move all three onto an enemy-held battlefield with a garrison — a garrison is mandatory, both for the combat (461) and for the excess-damage clause.
- Win the combat. Attacking Might is 14, and 465.2.c.4 caps assignment at each defender's lethal minimum, so a garrison under 11 total Might leaves 3 or more excess (R28 = A). CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): 'under 11' is '11 or less', and it is the excess condition only. Six Gold needs a garrison of 1 to 3 summed Might; 4 at 4 to 5; 0 from 6, where the defender kills the Yeti (the excess notable).
- Establish Control: that is a Conquer (466.5.d), worth its own point.
- Yeti's conquer effect goes on the chain (383.4.c.1, 383.4.c.2.a) and each Brambleback makes it trigger one additional time — 1 + 2 = 3 instances (R1 = A).
- 3 x 2 = six Gold gear tokens. Renata makes them enter ready (R25 = A), so each can immediately pay 'Kill this, exhaust: [Add] 1 rainbow Power' — six Power of any domain, usable for the rest of that turn (167).
Per iteration
6 Power of any domain per Conquer with two Bramblebacks; 8 with three CORRECTED 2026-10-26 (#472, the follow-up PR #471 listed for #464): against a garrison of 1 to 3 summed Might; 4 or 6 at 4 to 5, and 0 from 6 (the excess notable).
How it ends
engine only — one Conquer per battlefield per turn (466.5.d), and the Power it makes dies at end of turn (167); 8 Power is not 8 points and no Fury/Order sink converts it, so this stays ENGINE and is not a burst
Sources
Published elsewhere
- Hunt lens [Repeat]/[Accelerate]/[Add] — issue #32 (GitHub) 2026-09-05
- 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 2026-09-05 2026-09-05 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 2026-09-05 (docs/phase0/walks/2026-09-05-repeat-accelerate-add-candidates.md), issue #32. Card text verbatim from data/corpus_flat.txt (including UNL-T05 Gold and rule 187.5's identical wording). REWRITTEN from the #32 candidate in three places: (1) the survival requirement for Yeti and both Bramblebacks, from 383.4.c.2.a, which the issue never stated and which is the line's real fragility; (2) Piltover Enforcer (UNL-187) replaces Hand of Noxus as the legend, because it shares Yeti's excess-damage condition word for word and converts the same combat into a ready unit; (3) the one-Conquer-per-turn cap (466.5.d) and the end-of-turn Power window (167) are stated. Stands on three user rulings, all already in force for verified entries: R1 = A with stacking, R25 = A, R28 = A. It does NOT stand on any open reading. The arithmetic closes with the quantities declared: 1 + K instances for K = 2 is 3, times 2 Gold, is 6 — which is what the entry claims. Class stays ENGINE deliberately: 8 Power is not 8 points and a sweep of Fury and Order found no sink that converts raw Power into points inside that window. Distinct from gauntlets-enforcer-conquer, which shares the legend but produces a draw and a ready, not Gold. REVISED 2026-10-26 (#472, the follow-up PR #471 listed for #464): dated corrections on the survival and excess notables, step 3 and netPerIteration. The Gold by garrison band, the defender choosing the deaths (465.2.c, 465.2.c.3): 6 against a garrison of 1 to 3 summed Might, 4 at 4 to 5, 0 from 6, since the defender kills the Might 6 Yeti there; three Bramblebacks give 8, 6 and 0 on the same bands. The excess bound was off by one: 11 or less, not under 11. The class stays ENGINE and the status verified. No unruled reading beyond R1 = A, R25 = A and R28 = A.
Walked against Core Rules 2026-07-16