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the answer is one Energy, the window is one Showdown, and a free reordering closes it

Issue #200, 2026-09-14. Constructed, Duel (485). Rules version 2026-07-16. Card text verbatim from data/corpus_flat.txt; rules pasted from data/Riftbound-Core-Rules-2026-07-16.txt. This walks the OPPONENT's side of the line in one body carries four points, whose own section 9 says it did not do this.

Subject: trinity-tryndamere-both-phases-chain. Its Hold half scores four a turn off a single Might-1 carrier, and OGN-133 Flurry of Blades takes the carrier, the three gear and the battlefield for one Energy. That is already in the entry. What is not anywhere is WHEN.

The carrier is a legal target for that card during exactly ONE window of one turn, and the line can close it by reordering the same turn's plays at no cost. After the first SFD-115 Trinity Force attaches, the carrier is Might 3; after the third it is Might 7, above every removal price this format prints. The one-Energy answer is not a standing threat. It is a two-minute door that the line currently holds open for free.

And a second thing, which inverts a card: the line's own domain prints UNL-106 Repulse, a one-Energy counter for abilities — and it cannot counter the one card that beats the line, because Flurry chooses nothing.


1. What this play assumes, and where it came from

The board, the costs and the turn table are the subject play's and are not re-derived here. What matters below is only this: the carrier is UNL-111 Determined Sentry (Body, E1, Might 1, "I can't move to base."), the payoff is three SFD-115 Trinity Force (Body gear, E4, M+2, [Equip] one Body rune, "[Effect] When I hold, score 1 point."), and the line wins on T5 going first.

Dead turns, stated rather than buried: T1 does nothing but deploy the E1 body, and T3, T4 and T5 each leave Energy idle. That is the subject play's own accounting and I have not re-measured it.

2. The Might-1 window is one Showdown wide

A body at your BASE is not reachable by the answer at all. OGN-133 Flurry of Blades reads "Deal 1 to all units at battlefields." On T1 the Sentry is at base. There is no window.

On T2 the line moves it in. 190.3.a.1: "Units moving to or being played to a battlefield apply Contested status if that battlefield is not already Contested and that Unit's controller does not already" control it. 344.2: "If Control of a Battlefield is Contested, there aren't units controlled by different players there, and the turn is in a Neutral Open State, a Showdown is opened during the next Cleanup." And 316.8.c: "A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction."

So taking an empty battlefield hands the opponent a window, and Flurry is a [Reaction] card. That Showdown is where the one-Energy answer lives.

3. The reordering that closes it, and it costs nothing

The subject play's T2 is move in, then play Trinity #1 and Equip it. Reverse the two.

818.1 makes [Equip] a separate Activated Ability and Trinity Force's reminder is "Attach this to a unit you control" — no location clause. 381: "All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State", which your own Main Phase is. So the Equip is legal at base, before the move.

T2 as written        play Trinity #1 (E4) is AFTER the move
                     -> the Sentry stands at the battlefield at Might 1
                     -> the Conquer's own Showdown is a Reaction window
                     -> OGN-133 Flurry of Blades, E1, kills it there

T2 reordered         play Trinity #1 (E4), [Equip] it (1 Body) at BASE
                     -> 434.1.d and 137.3 put the Sentry at Might 3
                     -> THEN move in. Same Conquer, same turn, same runes
                     -> Flurry has no target it can kill

The runes are identical. Four runes pay E4 by 164.2.a (the cost is each rune's exhaust) and one of those already-exhausted runes then pays the Body Power by 164.2.b (the cost is the RECYCLE, not an exhaust), leaving three. The move costs the Sentry's own exhaust and no Energy (144.2). Nothing is spent to close the window; only the order changes.

This is the standing rule of this project working: try a different legal ordering before you conclude anything.

4. After T2 the price of the answer climbs every turn

SFD-115 Trinity Force is M+2, and 434.1.d: "The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it."

afterattachedcarrier Mightwhat still reaches it
T2one Trinity3the format's whole removal suite — Might 3 is the line it is priced at
T3two Trinity5one printing in the pool, at E10 + 2 Power
T4three Trinity7nothing cheap

So the carrier is hardest to kill exactly when it is worth most. That inverts the usual shape and it is the strongest thing about the line: the same card that pays the points also pays for the body's survival, and neither the entry nor the subject play says so.

5. The line's own domain prints a counter that cannot counter the answer

UNL-106 Repulse — Body, E1 + 1 Power, [Reaction] — reads "Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit." It is one of only two cards in the pool that counter an ABILITY rather than a spell, and it is in this line's own identity for one Energy.

It cannot counter OGN-133 Flurry of Blades, because Flurry chooses nothing. 355.10.d: an object "is programmatically selected based on its characteristics rather than chosen by the spell or ability's controller", with the rulebook's own worked example: a spell reading Kill all units at a battlefield "targets a battlefield, but does not target any units"

Which makes Repulse exactly right for a Might-2 or Might-3 carrier and exactly wrong for a Might-1 one, because every OTHER answer at this price chooses:

answerdomaincostchooses?Repulse stops it
OGN-133 Flurry of BladesbodyE1nono
SFD-162 Blood MoneyorderE2yesyes
UNL-072 Crescent StrikemindE3 + 1 Poweryesyes

The uncounterable answer is Body-only. An opponent outside a Body pair cannot run Flurry at all, and everything they can run instead walks into a one-Energy counter the line already wants.

6. Once the Hold triggers are placed, the opponent has nothing

The Score happens at 315.2.b.2 in your Beginning Phase, and each Trinity Force's "When I hold" is a Triggered Ability going on the Chain. 401.1: an ability's Chain Item "will not have a card representing it, this will create a Closed State", and 312.2.c gives priority in a Closed State — so the opponent DOES get a window there, and 813.1.c.1 admits a [Reaction] card in it.

And it is worthless to them. 383.2.a.1's worked example ends: "If she is removed in reaction to the triggered ability, it will still resolve." Killing the carrier after the triggers are placed does not unbank the points. The two ability-counters are both worded against an enemy spell or ability choosing your unit, so neither reaches your own Hold trigger.

So the opponent must act on their own turn — the turn before — and you cannot repair it afterwards, because 316 Main Phase comes after 315 Start of Turn. A carrier killed on their turn is a Hold missed before you ever get priority again.

7. Why killing the gear is the wrong play, and it is not close

My own census this morning counted sixteen enemy-facing gear answers and asked, of 137 entries standing on Equipment, whether each names one. On this line the question is the wrong question, because killing the BODY strictly dominates killing the gear:

what they killcostgear removedbattlefield
the carrier, with OGN-133E1all three, by 719.5lost, by 323.6
one gear, with SFD-005 DetonateE1 + 1 Powerone — and it draws YOU twokept
all gear, with OGN-022 Thermo BeamE5 + 2 Powerall threekept

719.5: when a Top-Most Card changes zones from a board zone to a non-board zone, all attached cards detach; 457.1 then recalls them to base at the next Cleanup; 323.6 strips Control of a battlefield your last body left. One Energy and no Power does what five Energy and two Power does, and takes the battlefield as well. The gear-removal suite is a trap here.

8. What the recovery costs, priced

A new body, then three [Equip] activations at one Body rune each — three Power in one Main Phase, which is three runes recycled off a board of seven (161.2.b sends each to the Rune Deck; 315.3.b returns two a turn). Then the battlefield must be Conquered again, which is another turn.

The cheap insurance is in the identity and costs one Energy: a second UNL-111 Determined Sentry parked at BASE. 103.2.b allows three. Flurry reads "at battlefields", so a spare at base is untouched by the very card that killed the first — and it walks in next turn.

9. Verdict

The one-Energy answer is real and its window is one Showdown on one turn, and the line hands that window over for free by moving before it equips. Reordered, the carrier arrives at Might 3 and the answer is dead from the moment it matters. From T3 the carrier is Might 5 and out of reach of everything the format prices cheaply.

What the line should actually fear is not Flurry but the turn it loses to it — and the fix is an ordering, a spare E1 body at base, and UNL-106 Repulse held for the targeted answers it can stop.

10. Not verified

I did not sweep the cheapest answer to a Might-1 body at a battlefield in every domain. Section 5's table names three I verified card by card — one untargeted, two that choose — and it is not a claim to be complete. I also did not re-derive the subject play's turn table, its rune curve or its dead turns; those are its measurements and I took them as given. And I did not walk what the opponent does on the boards where they contest the battlefield rather than answering the carrier, which is a different play.