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The Memories kill the lone guard a turn late, and the spare in base walks the point back

Issue #411 (a slice of #200), 2026-10-18. 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 and data/Riftbound-Tournament-Rules-2026-07-16.txt. Read the unopposed clock for the baseline this is measured against.

Subject: fading-memories-maddened-marauder-hold-denial, the Chaos ENGINE in which OGN-180 Fading Memories (E4 + 1 Chaos Power) gives an enemy unit at a battlefield [Temporary], so it dies at the start of its controller's Beginning Phase, before scoring, and OGN-191 Maddened Marauder (E5, M4, [Tank]) moves a unit from a battlefield to its base when he is played. The entry is right about the rules. The kill lands ahead of the Scoring Step, the battlefield loses its controller in the Cleanup after it, and the Hold is gone. Its own fourth step also says what decides the point: a ready body in their base. Walked as a game, going first, against a Calm/Body Master Yi deck, the whole plan of which is one body defending alone, that body is always there. The Memories went on their lone OGN-055 Wielder of Water on your T3, it died before their scoring, and their OGN-054 Sunlit Guardian walked out of base into the empty battlefield and took the same point by Conquer: 2 to 2 after their T3. The honest control is the same slot spent on UNL-186 Death from Below, the Pyke Signature at the Memories' exact cost. It kills now, the battlefield opens on your own turn, and Pyke, who has [Ganking], walks in: 3 to 2. On your T4 it comes back from the trash for one rune, and the Marauder sends your own Legion Rearguard home so it can walk into the battlefield that emptied: 5 to 3 after their T4. OGS-003 Incinerate does the same for two runes, because the Wielder's +2s are combat-only and it is a 2 on your turn, and also ends 5 to 3, against 4 to 3 for the Memories and the Marauder. So landing before their scoring is not an advantage over a kill in your own Main Phase. It is the same denial a turn later, after their base has readied, and the trigger hands them the first priority of their turn with every rune ready. The card's real property is elsewhere. It is the only mono-Chaos card that kills or banishes an enemy unit you choose with no Might condition (damage does not count), and 14 of the 16 Chaos legends have no other card that does. Nothing in Calm/Body saves the Wielder once the Memories resolve: a recall keeps [Temporary] on it. The cheapest answer to the point is no card at all, a ready body in base. The cheapest cards that save the unit tie, OGN-045 Defy and UNL-106 Repulse: each is one ready rune and one rune recycled (Calm for Defy, Body for Repulse), held on your turn.

Why this line. scripts/sequence-pick.mjs --unplayed, re-run on 2026-10-18 at dfcb3f3, reads 773 entries, 262 with forced-ordering language, 100 in the queue and 13 of them with no play, as the issue measured. The two picks are unchanged: this entry is rank 89, the second in the list. The other entry of this slice is rank 88, wielder-of-water-mask-foresight-alone. The idea that pushing a body off a battlefield is a wash and removal is a turn was played in what the idle mana buys: denial is a wash, removal is a turn, and the priority window a [Temporary] trigger opens in the Beginning Phase in the defender's chair. Neither is re-derived here.


1. Needs

LegendUNL-185 Bloodharbor Ripper (Fury/Chaos, tag Pyke)
Chosen ChampionUNL-028 Pyke, Dockside Butcher (Fury, E3, M2, [Ganking])
The engineOGN-180 Fading Memories (Chaos, E4 + 1 Chaos Power) and OGN-191 Maddened Marauder (Chaos, E5, M4)
The bodiesOGN-010 Legion Rearguard (Fury, E2, M2), SFD-018 Void Hatchling (Fury, E2, M2), OGN-013 Pouty Poro (Fury, E2, M2)
The controlUNL-186 Death from Below (Fury/Chaos Signature, tag Pyke, E4 + 1 Power) and OGS-003 Incinerate (Fury, E2)

The entry admits any of sixteen Chaos legends. The Ripper is the one for this walk for three reasons. Its Chosen Champion has [Ganking], and a body that can cross from your battlefield to theirs is what takes an emptied battlefield on your own turn. Its deck holds the strongest control there is for this card: Death from Below is a kill with no Might condition at the Memories' own cost, and only one other Chaos legend, the Order/Chaos one, has a kill like it (the Leads count them). And its ability, ":rb_energy_1:, :rb_exhaust:: Return a friendly unit at a battlefield to its owner's hand. Play a Gold gear token exhausted.", puts the Marauder back in hand for another trigger. That last one is not walked.

Both engine cards are mono-Chaos, so a Fury/Chaos deck admits them, 103.1.b.3: "If a card has a single Domain, then that card is permitted in the Domain Identity that corresponds to the same Domain." Death from Below has two domains, 103.1.b.4: "If a card has more than one Domain, then that card is permitted only in a Domain Identity that contains all of the indicated Domains on that card." It is a Signature card, and its tag is the Ripper's, 103.2.d.2: "All of the Signature cards must have the Champion tag that corresponds to the Champion Legend of the deck." The deck runs three of each card it plays, 103.2.b: "Your Main Deck can include up to 3 copies of the same named card." The entry lists one of each; §4 prices both. No other card in this play is a Signature card (signature in data/cards.json), and none is in data/legality.src.json or marked [BANNED] in data/corpus_flat.txt.

The card text the play turns on:

2. When the kill lands, and what it takes

At the start of their turn, before scoring. 816.1.b: "It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."" Their turn opens with the Awaken Phase, 315.1.b: "1. The Turn Player readies all Game Objects they control that are able to be readied." Then the Beginning Phase, whose first step is 315.2.a.1: "At the start of Beginning Phase game effects take place." The Scoring Step comes after it, 315.2.b.2: "1. The Turn Player Holds all Battlefields they Control." So the unit dies between the two, after everything of theirs has readied and before they score.

They act first in that window. The trigger goes on the chain, and while it is there the turn is closed, 309.1: "If a Chain exists, the turn is in a Closed State." The trigger belongs to their permanent, so priority goes to them, 312.2.c: "When the turn is in a Closed State, all pending chain items finish being finalized, and they control the next item on the Chain." Only [Reaction] plays, 309.1.a: "Only cards and abilities with the Reaction keyword can be played or activated in a Closed State." Every rune they have is ready at that moment. §5 counts what that buys them.

Then the battlefield loses its controller. A unit leaving the board starts a Cleanup (319.6), and its fourth task is 323.6: "4. Players lose control of any controlled Battlefields without their Units occupying them if the turn is in an Open State and there is no Showdown or Combat ongoing there." With the chain resolved there is nothing on it, 310.1: "Neutral Open: There is no Showdown or Combat in progress and no Chain exists." So when 315.2.b.2 asks what they control, the battlefield is no longer on the list. The Hold is gone.

And the point comes back by a walk. A battlefield they did not Hold is one they have not scored, 469.1: "Conquer: A player gains Control of a Battlefield they did not yet Score this turn." A unit in their base, readied at 315.1.b, may walk to it in their Main Phase, 144.4.a: "Units may move from their Base to a Battlefield." Walking into a battlefield nobody controls contests it, 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 that battlefield." No one is there, so there is no combat, 316.8.b.1: "Showdowns that occur as a result of a player moving to an empty Battlefield are a stand-alone Phase and do not create a Combat." At its end they take the battlefield, 348.2.a.1: "This results in a Conquer if that player has not yet scored that Battlefield this turn." One point, the same as the Hold. What stops it is the entry's fourth step: nothing ready in base. A unit at their other battlefield cannot cross without [Ganking], 144.4.c.1: "Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield." A unit they play this turn cannot move at all, 143.4: "Units enter the Board exhausted."

A kill on your own turn does the same, a turn earlier. If the unit dies in your Main Phase, the same 323.6 strips their control in your Cleanup, and their Scoring Step finds nothing either. The difference is whose turn the battlefield is open on. On yours, a ready body of yours can walk in and Conquer it. Pyke can, from your own battlefield, because he has [Ganking]. The Memories' battlefield opens on their turn, after their base has readied.

What the keyword survives. The Memories give [Temporary] with no duration, so it lasts while the unit is on the board, 801.3.a.3: "If an effect that grants a Keyword does not specify a duration, the duration is as long as that Game Object remains on the Board or in its current Non-Board Zone." A base is on the board, 107.1.c: "Permanents and Runes controlled by a player reside in that player's Base." So a unit moved or recalled to its base still has [Temporary], and it dies there at the next Beginning Phase. Only a trip to a hand, a deck or the trash clears it, 124.1: "Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities."

When you can cast it. The Memories have no [Action], so only in your own Main Phase with nothing on the chain, 155: "A spell can be played during an Open State outside of Showdowns on its controller's turn."

The Marauder's move costs them nothing. A unit's own walk is paid for by exhausting it, 420.3.a: "The Cost is Exhausting one or more Units." The Marauder's trigger is an effect, not a walk, so the unit it sends home is not exhausted by it, and it readies at their next Awaken anyway. He stays as a [Tank], 815.1.c.2: "If more than one unit with Tank is present with the same controller in Combat, damage may be assigned to any of them. Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them."

The runes, going first. You have 2, 4, 6 and 8 runes on T1 to T4, less any you recycle. Power is paid by recycling a rune, 164.2.b.1: "The Power added this way corresponds to the Domain of the Rune that is being Recycled." The Memories are four runes, a Chaos one of them recycled, so you have 5 on T3 after casting them and 7 on T4. Going second, they channel an extra rune on T1, 485.7: "First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game." They have 3, 5, 7 and 9, less what they recycle.

3. Their deck: Calm/Body Master Yi

OGS-019 Wuju Bladesman - Starter (Calm/Body): "While a friendly unit defends alone, it gets +2 :rb_might:." It is restricted in 2v2 (data/legality.src.json), which is why this walk is Constructed. The deck's plan is a single body on its battlefield, and its best body for that is Wielder of Water (Calm, E3, M2): "While I'm attacking or defending alone, I have +2 :rb_might:." Defending alone, the Wielder is 2 + 2 + 2 = 6. On your turn, with no combat, it is a 2. Its Chosen Champion is OGS-004 Yi, Meditative (Calm, E5 + 1 Calm Power, M4): "While you have 8+ runes, I have +4 :rb_might:." Yi is tagged Master Yi and is not a Signature card, so he starts in their Champion Zone. Their other bodies are Sunlit Guardian (Calm, E3, M3; "[Shield] (+1 :rb_might: while I'm a defender.) [Tank] (I must be assigned combat damage first.)"), UNL-040 Wuju Apprentice (Calm, E2, M2), OGN-052 Stalwart Poro (Calm, E2, M2, [Shield]), UNL-094 Gemhand Hunter (Body, E2, M2), UNL-102 Crowd Favorite (Body, E3, M3) and VEN-024 Affectionate Poro (Calm, E3, M3). Their [Hunt] XP never reaches the [Level 6] lines in the walk. §5 names their answers.

4. The turns, going first

Fury/Chaos against Calm/Body. Your battlefield is A, SFD-218 Sunken Temple ("When you conquer here with one or more [Mighty] units, you may pay :rb_energy_1: to draw 1."); theirs is B, VEN-158 Heisho, Shell of the World ("Players ignore [Deflect] while paying for spells and abilities choosing something here."). Neither matters: nobody conquers A with a Mighty unit, and nothing at B has [Deflect]. Your opening four are Fading Memories, Legion Rearguard, Maddened Marauder and OGN-175 Shipyard Skulker. Your draws are Void Hatchling (T1), Pouty Poro (T2), OGN-018 Noxus Saboteur (T3) and OGN-012 Noxus Hopeful (T4). Their opening four are Wielder of Water, Sunlit Guardian, Wuju Apprentice and Stalwart Poro. Their draws are Gemhand Hunter (T1), Crowd Favorite (T2), Affectionate Poro (T3) and SFD-036 Lonely Poro (T4).

turn      runes   your turn                                                 points
T1        2       Legion Rearguard (E2) to base. None left.                 0
their T1  3       Wielder of Water (E3) to base. None left.
T2        4       The Rearguard walks to A, Conquer: +1. Pyke, Dockside     1
                  Butcher (E3) from the Champion Zone to A. One left.
their T2  5       The Wielder walks to B, Conquer. Sunlit Guardian (E3)
                  and Wuju Apprentice (E2) to base. None left.
T3        6       Hold A: +1. Fading Memories (E4 + 1 Chaos Power) on the   2
                  Wielder. Void Hatchling (E2) to A. None left.
their T3  7       The Wielder dies before scoring; nothing to Hold. The
                  Guardian walks to B, Conquer. Yi, Meditative (E5 + 1
                  Calm Power) from the Champion Zone and Stalwart Poro
                  (E2) to base. None left.
T4        7       Hold A: +1. Maddened Marauder (E5) to A: the Guardian     4
                  goes to its base. Pyke walks from A to B, Conquer: +1.
                  Pouty Poro (E2) to base. None left.
their T4  8       Yi, an 8, walks to B and kills Pyke, Conquer. Crowd
                  Favorite (E3), Affectionate Poro (E3) and Gemhand
                  Hunter (E2) to base. None left.

Their points: 0 after their T1, 1 after their T2, 2 after their T3, 3 after their T4. After your T4 it is 4 to 2; after their T4, 4 to 3.

Your hand, card by card: 5 after the T1 draw, 4 after the Rearguard; 5 after the T2 draw, still 5 after Pyke, who comes from the Champion Zone; 6 after the T3 draw, 4 after the Memories and the Hatchling; 5 after the T4 draw, 3 after the Marauder and the Poro (Shipyard Skulker, Noxus Saboteur, Noxus Hopeful). Theirs: 5 after the T1 draw, 4 after the Wielder; 5, then 3 after T2 (Stalwart Poro, Gemhand Hunter, Crowd Favorite); 4 after the T3 draw, 3 after Yi, who comes from the Champion Zone, and the Stalwart Poro; 4 after the T4 draw, 1 after the three bodies (Lonely Poro).

Their T2: the Wuju plan. The Wielder could attack A instead: alone it is a 4, against the Rearguard and Pyke, 2 + 2. It would kill both and die. They take empty B and leave it there alone, a 6 on defence, and put the Guardian and the Apprentice in base. That is how this deck plays, and it is the board the entry names: a garrison of exactly one.

Pyke's extra cost, set aside. Paid on your T2, the Fury rune puts Pyke in ready with +2 this turn, and three runes pay him, a Fury one of them recycled. The rune left idle in the walk is still idle. He could cross to empty B and take it too, 2 to 0. But the +2 ends with your turn, and on their T2 the Wielder, ready in their base, attacks him alone as a 4. Pyke dies, and B is theirs: 2 to 1. You have lost the [Ganking] body that every later line in this play uses, and a rune for good. [2026-10-24, #452: not for good. A recycled rune goes to the bottom of the Rune Deck (416.1, 416.1.b) and is channelled again when the deck reaches it (430.1). Going first, with only the Channel Phase's two a turn (315.3.b), each rune recycled is a rune short on every turn through T6, until the Rune Deck runs dry (161.2.a); a card that channels more (430.2) brings it back sooner. The walk ends after their T4, so the count stands for every turn it covers. The wording above is kept as history.] The Memories on T3 then leave you one rune, the Hatchling never reaches A, and their Guardian and Apprentice, 3 + 2, can take A from the lone Rearguard. The walk leaves the cost unpaid and keeps Pyke at A.

Your T3: the Memories, because nothing can attack. Pyke can cross to B, but alone he is a 2 against the Wielder's 6. Four of the six runes pay the Memories, a Chaos one of them recycled. That leaves five runes, two of them ready, and the Hatchling goes to A. A is now the Rearguard, Pyke and the Hatchling, 6, so the Guardian and the Apprentice, 3 + 2, cannot take it on their turn. They spent all five runes on their T2, so none is ready to answer the Memories now.

Their T3: the window, and nothing to play in it. Their five runes ready at 315.1.b. The trigger goes on the chain and they have priority with all five, but their hand is the Stalwart Poro, Gemhand Hunter and Crowd Favorite, and none has [Reaction]. The Wielder dies. B loses its controller in the Cleanup, and the Scoring Step finds nothing to Hold. Then their Main Phase: the Guardian, played on their T2 and ready now, walks into empty B and takes it, 348.2.a.1. 2 to 2. The entry's denial cost them the Hold and not the point. Five of their seven runes pay Yi, a Calm one of them recycled, which leaves six, and the last two pay the Stalwart Poro. The Guardian is alone at B, a 6 on defence (3, +1 [Shield], +2).

Your T4: the Marauder's clock. Your runes are 5 + 2 channelled = 7. You Hold A. The Guardian is a 6 on defence, and your bodies that can reach B are Pyke, a 2. So the Marauder goes to A and his trigger sends the Guardian to their base. B is empty, and the Cleanup takes it off their list (323.6). Pyke, ready at A, walks to B, and it is yours: 4 to 2. Their runes are all spent, so nothing answers the trigger or the walk. Two runes are left for the Poro.

Their T4. Eight runes, so Yi is a 4 + 4 = 8. He walks into B, and Pyke's 2 does not kill him: 4 to 3. A is the Rearguard, the Hatchling and the Marauder, 8, and the Marauder must take lethal damage first (815.1.c.2), so they leave it. Their three new bodies enter exhausted.

The control: Death from Below. The same hand with Death from Below in the Memories' place, cast in the same slot on your T3, is the same four runes with one recycled. It kills the Wielder now. B has no unit of theirs, and your own Cleanup strips their control. Pyke crosses from A and takes it: 3 to 1 after your T3, and the last two runes put the Hatchling on A. On their T3 there is nothing to Hold. The Guardian walks into B and kills Pyke, 3 against 2, and takes the 2 damage, which is not lethal: 3 to 2. They play Yi and the Stalwart Poro as before. On your T4 you Hold A, 4 to 2, and Death from Below comes back. The Wielder had 2 Might, so the card may be played from your trash for one rune recycled, and it kills the Guardian, a 3 on your turn. B is empty again, and six runes are left, all ready. The Marauder's trigger is not limited to enemy units: "move a unit from a battlefield to its base." Played to A, he sends your own Legion Rearguard home. The Rearguard has not moved since your T2, so it is ready, and the move is an effect, which exhausts nothing (420.3.a is the cost of a unit's own walk). It walks from base into empty B (144.4.a) and takes it: 5 to 2. One rune is left, and nothing in hand costs one. On their T4, Yi walks into B and kills the Rearguard: 5 to 3. A is the Hatchling and the Marauder, 6, and their two ready bodies are 2 + 2, so they leave it. That is a point ahead of the Memories' line, with their Guardian dead, and Death from Below still in the trash for one rune. Its Guardian kill had 3 Might, so the card stays playable from there.

The cheaper control: Incinerate. The Wielder's two +2s are both for combat: the Wielder's own needs it to be attacking or defending, and the legend's needs it to defend. On your turn it is a 2, and Incinerate deals 2, 142.4.b: "Lethal Damage for a Unit is a non-zero amount greater than or equal to that Unit’s Might." So on your T3 two runes kill it, Pyke takes B (3 to 1), and four runes put the Hatchling on A and the Pouty Poro in base. Nothing is recycled. Their T3 is the same Guardian into Pyke: 3 to 2. On your T4 you have 8 runes. You Hold A, the Marauder sends the Guardian home, and the Poro walks from base into empty B: 5 to 2, and three runes put the Skulker in base. Yi takes B back on their T4: 5 to 3. The plain two-rune card ends a point ahead of the Memories.

The Marauder first. Played on your T3 instead of the Memories, the Marauder sends the Wielder home and Pyke takes B: 3 to 1. The Wielder is ready in their base, and on their T3 it walks back in alone and attacks, a 4 against Pyke's 2: 3 to 2. That is the Death from Below score, and the Marauder stays on A as a 4 with [Tank]. On this board the Marauder is the better of the entry's two cards, because his clock runs on your turn, and a body of yours can use the battlefield he empties. Here B is occupied when he arrives, as it is on your T4 in the Memories' line and the Incinerate line, so his move has to go on the enemy. Only where B is already empty, as in the Death from Below line, is moving your own unit the better use. The entry calls him "THE SAME DENIAL ON A DIFFERENT CLOCK". On your clock the empty battlefield is a Conquer for you; on the Memories' clock, theirs, it is a Conquer for them.

When the Memories do take the point. Only when their base is empty at the start of their turn and nothing at their other battlefield has [Ganking]. Their T2 hand was five units. Anything played to base is ready on their T3, and anything played to B, which they controlled after the Wielder's Conquer (355.2.a: "By default, Valid locations include the controller’s Base or a Battlefield the controller controls."), means the Wielder is not alone and the Memories kill one of two. With this hand, the only T2 that lets the denial land is playing nothing.

The board only the Memories answer, outside this deck. On their T4 Yi stands at B with eight runes behind him: an 8, and a 10 on defence. Death from Below kills him on your T5 from your trash, for one rune in the control line, because its last kill had 3 Might. In a Fury/Chaos deck without the Ripper, the Memories are the only card that kills him. The largest printed damage in Fury and Chaos is 6, from OGN-033 Shakedown, and they may refuse that by letting you draw 2. Damage that scales with something else is not counted here. He still dies a turn late, at the start of their T5, and the bodies in their base walk B back.

How often this happens. The draw pile is 39 cards, the 40 of Tournament Rules 402.1 less the Chosen Champion. Tournament Rules 402.1: "In a constructed event, players must register a Main Deck of exactly 40 cards (including a chosen champion), 1 Legend, 12 runes, and exactly 3 battlefields each with a unique name." Going first, you have seen 7 cards by T3. With three Memories, at least one is among them in 45.73% of games; with the entry's one copy, 17.95%. The Marauder by T4, out of 8 cards seen: 50.82% with three, 20.51% with one. Three of each, both on time: 21.71%.

5. Breaks to

What the engine did, and the predicate. The Memories killed the Wielder before their scoring and took B off their list for the Scoring Step. The predicate is: cast or played in answer to the Memories on your T3, or in their Beginning Phase window, does it keep the Wielder alive, or keep a unit of theirs at B through their Scoring Step?

The free answer is already in the walk. A ready body in base. It does not keep the Hold, but it takes the same point back by Conquer in their Main Phase. That costs them no card and no rune, only that they did not commit every body.

The scope. A Calm/Body deck plays only Calm, Body and Calm/Body cards (103.1.b), and its Signature cards must carry its legend's tag (103.2.d.2). The predicate is: a card in data/cards.json whose domains are all Calm or Body (tokens carry no domain), not a legend, battlefield or rune, and not a Signature card with another champion's tag. Folded by name, that is 253 cards. Of the four Signature cards in those domains, two carry another tag and are out (OGN-258 Dragon's Rage, SFD-194 Counter Strike); Master Yi's OGS-020 Highlander and UNL-192 Alpha Strike are in. None of the 253 is banned.

Both windows are closed states. In answer to the Memories on your turn, and in the trigger window on theirs, only [Reaction] plays (309.1.a). 42 of the 253 have [Reaction], [Hidden] or [Ambush] in their text (the regex \[(Reaction|Hidden|Ambush)\], case-insensitive, on the whole text with reminder text left in). That is a ceiling: it includes gear whose [Reaction] is an ability on the board. Thirteen break the line, and none of them in the walk.

On your T3, in answer to the Memories, a counter is the only thing that saves the Wielder for good. Six reach it, and every one needs a ready rune, which the walk left them none of:

In their Beginning Phase window, nothing is left to counter: the trigger is their own permanent's ability, and Not So Fast and Repulse counter only an enemy one. What breaks the line there is a second unit at B before the Wielder dies. It keeps B theirs through the Scoring Step, and the Hold is kept. Eight do it, one of them a card already counted above:

But none of the eight changes the score. Each keeps the Hold, and in the walk the Guardian took the same point by Conquer. What they save is the Guardian's walk. With five ready runes in the window, five of them are live from hand (Resonating Strike, Janna, Nidalee, Rengar, Flurry of Feathers). Death from Below and Incinerate never give them that window, because they resolve on your turn, when the walk has them at zero ready runes.

What does not break it. OGS-020 Highlander (E4) and a hidden OGN-077 Zhonya's Hourglass both recall the Wielder instead of letting it die. A recall leaves it on the board (107.1.c), so it keeps [Temporary] (801.3.a.3) and dies at the start of their next turn. They buy one turn and keep B for none of it, because a recalled unit is not at B. SFD-043 Emperor's Divide moves it to base, with the same result. No Calm/Body card returns a friendly unit to hand at [Reaction] speed, which is the one move that would clear the keyword (124.1). The other 26 pump Might, draw, add resources or stun, and the Memories deal no damage and fight no one.

On the Marauder. Not So Fast and Repulse also counter his trigger, which chooses the Guardian. On your T4 their runes were all spent on Yi and the Stalwart Poro.

6. Verdict

Right about the rules; it denies the Hold, and the walk got the point back. 816.1.b lands the kill before 315.2.b.2. 323.6 takes the battlefield off their list in the Cleanup after it, and the Hold is gone. The entry's fourth step says what decides the point, and against a Wuju deck, whose plan is one body at B and the rest at home, a ready body in base is always there. The Guardian walked into empty B and took the same point by Conquer: 2 to 2 after their T3. Death from Below in the same slot, at the same four runes and one Power, kills on your turn. The battlefield opens while you can use it, and Pyke takes it: 3 to 2. On your T4 the card comes back from the trash for one rune, kills the Guardian, and the Marauder sends your own Rearguard home to walk into the emptied B. That is 5 to 3 after their T4, a point ahead of the Memories' 4 to 3. Incinerate does it for two runes, because the Wielder is a 2 outside combat, and ends 5 to 3. Landing inside their Beginning Phase is the same denial a turn late. By then their base has readied, and the trigger window opens with all their runes ready. The Marauder, on your own clock, did as well as Death from Below by their T3. What the Memories have that no other mono-Chaos card has is a kill or banish of a chosen enemy unit with no Might condition. They kill Yi at 8 Might, and 14 of the 16 Chaos legends have no other card that does. Once they resolve, nothing in Calm/Body saves the Wielder for more than a turn. Eight cards keep the Hold, the cheapest Resonating Strike at two runes, and none of them changes the score. The cheapest cards that save the unit tie: Defy and Repulse, on your turn, each for a ready rune held back and a rune recycled (Calm for Defy, Body for Repulse).

7. Not verified

I did not deal the channel order. The walk assumes six Fury and six Chaos runes for you, the Ripper's two domains, in the twelve of Tournament Rules 402.1. The Memories on T3 need a Chaos among the six channelled: it fails in 1 of 924 deals, 0.11%. Death from Below's Power symbol is not in data/cards.json (power: 1, with no domain). If it is Fury or Chaos, it fails in the same 1 of 924; if it is any domain, 0 of 924. Its replay from the trash is :rb_rune_rainbow:, 0 of 924. Pyke (the extra cost unpaid), the Marauder, Incinerate and the bodies need no Power.

Their walk assumes six Calm and six Body. Yi on their T3 needs a Calm among their seven: 0 of 792. In the Beginning Phase window they have five runes, because channelling comes after it (315.3). Resonating Strike and Janna need a Calm among the five: they fail in 6 of 792 deals, 0.76%. Nidalee and Rengar need a Body, also 6 of 792. Defy on your T3 needs a Calm among the same five, 6 of 792; Repulse a Body, 6 of 792. Highlander needs no Power.

How likely an answer is. In the window they have seen 6 cards of their own 39: four opening and a draw on each of their first two turns. Their T3 draw comes after the window (315.4). One answer in three copies is among them in 40.30%; two answers (six cards), 66.05%; three (nine cards), 81.80%. These count only the cards named, not how many of them a deck runs.

Their hand holding no answer is the walk's assumption; §5 prices it. Where the Birds of Flurry of Feathers go is taken from the defender's chair, not re-derived. Not walked: going second, the mulligan, 2v2, a gear as the target, the Ripper returning the Marauder to hand for a second trigger, and the Memories on Yi at 8 runes beyond the prose of §4.

Leads