the order is free until it is everything, and a package that scores nothing
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. Read the unopposed clock for the baseline.
Subject: crackshot-corsair-warwick-attack-order, mono-Body, chosen by measurement rather than taste: of 771 entries, 262 carry forced-ordering language in their steps and 102 of those have a terminatesIn that is a bare quantity with no ordering word in it. This one is at the top of that list and its own id names the thing its terminatesIn cannot say.
It scores nothing. terminatesIn reads "one kill per Corsair per attack, three of each by 103.2.b … nothing here scores", which is true and is not a verdict. The question a play can ask is what a package that scores nothing is worth in turns, and the answer turns out to depend entirely on how big the opponent's bodies are — which is the one thing neither the entry nor the clock can see.
1. Needs
| Legend | any legend whose identity contains Body; both cards are mono-Body |
| The pack | OGN-159 Warwick, Hunter (E6 + 1 Power, M5, "I enter ready. When I attack, kill all damaged enemy units here.") · 3x OGN-130 Crackshot Corsair (E3, M3, "When I attack, deal 1 to an enemy unit here.") |
| The curve | UNL-111 Determined Sentry (E1, M1) — the identity's own cheap body, and the do-nothing curve's engine |
| Board it wants | an enemy garrison, and the bigger its bodies the better |
E15 and 1 Power for zero points. That is the whole reason this needs a turn table.
2. The baseline, checked the way the last two taught me to
Body reaches UNL-111 Determined Sentry at Energy 1, and 103.2.b allows three copies, so two of them cost 2 Energy and land on turn 1's two runes — two bodies, not two cards. Both conquer on T2 and the Hold curve reaches eight on T5 unopposed. Hold one battlefield instead of two and the same curve pays 1 a turn and arrives on T9.
UNL-111 is not [Unique], not Signature and not in data/legality.json; I checked before relying on the three-copy path, because reading "two bodies" as "two cards" is what cost the first play in this series its headline.
3. The turns, going first, against an opponent who takes your second battlefield
R = runes after that turn's Channel Phase. A rune pays 1 Energy by exhausting (164.2.a) and can also be recycled for 1 Power (164.2.b, cost is the recycle), the recycled rune leaving for the Rune Deck (161.2.b) and returning at 2 a turn (315.3.b).
R you idle score
T1 2 Determined Sentry x2 (E2) E0 0
T2 4 Sentry #1 -> A, Sentry #2 -> B, two Conquers E1 +2 = 2
Crackshot Corsair #1 (E3)
their turn: a body walks into B, kills the Might-1 Sentry
in combat and Conquers. B is theirs.
T3 6 HOLD A E0 +1 = 3
Warwick (E6 + 1 Power) (R -> 5) — ENTERS READY
Warwick + Corsair #1 -> B. Corsair marks 1.
Warwick kills every damaged enemy unit there.
No defender remains, so 465.1 never opens the
damage step. 466.3.a wins it, 466.5.d Conquers. — +1 = 4
T4 7 HOLD A and B E7 +2 = 6
T5 9 HOLD A and B E9 +2 = 8 WIN
T5 — a tie with the unopposed curve, on a board where the opponent was actively taking a battlefield away. That is what the package is for: it does not raise the rate, it defends the rate. Against the contested curve you would otherwise be on, T9, it is four turns.
T2 idles one Energy and T4 and T5 idle seven and nine, which is the shape of every Body curve — the deck's points come from bodies that cost two Energy and its mana outruns them from T4.
4. The ordering, and the board on which it is free
Both triggers fire on one event: 464.2.c.3 designates the attackers, and 383.3.d gives the controller the placement — "If more than one Triggered Ability is Triggered simultaneously, then the player that controls the Abilities selects the order to place them on the Chain." 340.1 then resolves the newest finalized item first.
So Warwick goes on the Chain FIRST in order to resolve LAST, and 359.3.f.2 — "Information referenced in an instruction in this way will be checked on execution of the instruction" — is what lets his "all damaged enemy units" read marks that did not exist when the trigger was placed.
Now the half a turn table shows and a rule citation does not. Put Warwick on the Chain LAST, so he resolves first, and he kills nothing; the Corsair then marks 1 and the combat proceeds to its damage step.
- Against a small garrison this costs you nothing. Warwick and one Corsair are summed Might 8 (465.2.a), and a Might-2 or Might-3 defender dies to combat damage whichever order you chose. On the board in §3, the ordering is free.
- Against a body bigger than your board it is the entire line. 465.2.c.4 forbids assigning a unit more damage than the minimum needed to kill it, so eight summed Might cannot kill a Might-10 defender at all — it survives, 466.1.a.2 recalls your attackers because a defender remains, and the attack achieves nothing. Order it correctly and one point of Corsair damage makes that same Might-10 body a legal target for a kill that never reads Might.
The ordering is free until it is everything, and which board you are on decides which. An entry has one terminatesIn and it says "one kill per Corsair per attack" — a rate, correct, and silent about the only question that matters.
5. A turn the entry does not spend
OGN-159 prints "I enter ready", and the entry's own first step reads "Have Warwick, Hunter … on the board or in hand" without using it. 143.4 enters units exhausted and 143.4.a allows that to be altered; a ready Warwick can pay 144.2's exhaust for a Standard Move the turn he is played.
That is why T3 above both deploys him and attacks with him. It is worth a full turn on a five-turn clock, and it is the difference between the table above and the same table with everything after T3 pushed back one.
6. Breaks to
- A garrison wider than your Corsairs. Each Corsair marks exactly one enemy unit, so the pack kills N bodies for N Corsairs and 103.2.b caps that at three. A fourth defender survives, and a survivor is fatal rather than merely disappointing: 466.3.a gives the combat only to the player who is "the only Player that has units remaining", so 466.1.a.2 recalls your whole pack and you Conquer nothing. Width beats this package where size does not.
- An empty battlefield. 323.9 stages a Combat only where opposing units are present and 807.1.d makes the Attacker designation a thing you gain during Combat, so neither trigger fires on a bloodless walk-in. The package is dead on exactly the board where you are winning anyway.
- Removal on Warwick before the attack. He is Might 5 with no protection, and every Corsair in the pack is a Might-3 body that does nothing on its own.
7. Verdict
It defends a rate rather than raising one, and that is worth saying plainly because every other package in this catalogue is measured in points. The Body curve already wins on T5 if nobody contests it; the entire value of fifteen Energy and a Power is that T5 still happens when somebody does.
And its ordering — the thing its id is named after — is worth nothing on the board in §3 and worth the whole line one Might higher. The entry is right about the rule and cannot say that, because a rate is not a board.
8. Not verified
I did not walk what the opponent does if they garrison B with THREE bodies rather than one. §6 names width as the failure and gives the rule, but the arithmetic of whether a Body deck can profitably hold three Corsairs and Warwick in hand until a three-body garrison appears is a deckbuilding question I did not price. Read §6's first bullet as the shape of the failure, not as a frequency.