Seal of Rage and Upstage Comedy bring Tryndamere's nine to turn six, the turn the free Hold curve wins, and one Hextech Ray holds it to three
Issue #491 (a slice of #200), 2026-10-27. 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, and the Tryndamere play for the count this one reuses.
A negative result. Chaos/Fury is the legend pair with the fewest finishers in the catalogue, and none of them pays by turn 4 (the coverage table, identity coverage by legend pair). This play asks for the fastest BURST a Chaos/Fury deck can build. The pair's only point multiplier is UNL-029 Red Brambleback, and the only conquer effect in the pair that scores is OGN-034 Tryndamere, Barbarian, so the answer is the nine of tryndamere-brambleback-conquer: two Tryndameres and three Bramblebacks, 1 + T x (1 + K) in one Conquer. That entry's earliest attack is T7 going first. Two cards the entry does not name, OGN-040 Seal of Rage and UNL-009 Upstage Comedy, bring it to T6 (the Seal is the one that matters), and no set of buys brings it to T5. T6 is the turn the free Hold curve wins in Chaos/Fury, so the line does not beat it, and it does not enter the catalogue.
Walked as a game, going first, under UNL-185 Bloodharbor Ripper against the Fury/Chaos Draven deck of the Tryndamere play, in the same seats and with the same deal for them. The main line: the five bodies attack their 10-Might garrison at A on T6. Without an answer the Conquer scores 5, and 8 to 6 wins at that Cleanup. They hold OGN-009 Hextech Ray with runes open, and three damage on a Brambleback lets their 10 kill all three Bramblebacks: Tryndamere fires once each, 3 points, 6 to 6, and 6 to 7 after their T6. The cheapest answer is one rune: Hextech Ray or UNL-014 Monster Harpoon, each E1 and one Fury Power, exhausted and recycled.
1. Needs
| Legend | UNL-185 Bloodharbor Ripper (Fury/Chaos, tag Pyke) |
| Chosen Champion | UNL-028 Pyke, Dockside Butcher (Fury, E3, M2), never played |
| The payoff | OGN-034 Tryndamere, Barbarian (Fury, E7 + 2 Fury Power, M8), two copies needed |
| The multiplier | UNL-029 Red Brambleback (Fury, E4 + 1 Fury Power, M4), three copies needed |
| The Power | OGN-040 Seal of Rage (Fury gear, E0 + 1 Fury Power) |
| The readying | UNL-009 Upstage Comedy (Fury spell, E2) |
| The bodies | SFD-018 Void Hatchling (Fury, E2, M2), OGN-010 Legion Rearguard (Fury, E2, M2) |
Bloodharbor Ripper's text plays no part in the walk: ":rb_energy_1:, :rb_exhaust:: Return a friendly unit at a battlefield to its owner's hand. Play a Gold gear token exhausted. (It has "[Reaction][>] Kill this, :rb_exhaust:: [Add] :rb_rune_rainbow:.")" Its tag is Pyke, so Pyke, Dockside Butcher can be the Chosen Champion, 103.2.a.2: "Must be a champion unit with a champion tag that matches the tag on your Champion Legend." Every card in the line is mono-Fury, so a Fury/Chaos deck admits it, 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." Three copies is the cap, 103.2.b: "Your Main Deck can include up to 3 copies of the same named card." The list runs three of each of the four named cards. None of the cards in this play, on either side, 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 rune deck is six Fury and six Chaos, 103.3.a.1: "Cards in the Rune Deck must be of the Domain Identity of your Champion Legend."
The card text the play turns on:
- Tryndamere, Barbarian: "When I conquer after an attack, if you assigned 5 or more excess damage to enemy units, you score 1 point."
- Red Brambleback: "[Accelerate] (You may pay :rb_energy_1::rb_rune_fury: 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 :rb_might: buff if it doesn't have one.)"
- Seal of Rage: ":rb_exhaust:: [Reaction] — [Add] :rb_rune_fury:. (Abilities that add resources can't be reacted to.)"
- Upstage Comedy: "[Repeat] :rb_energy_2: (You may pay the additional cost to repeat this spell's effect.) Ready a unit." Its [Repeat] is never paid, so the open [Repeat] reading (#187) does not bear.
- Void Hatchling: "If you would reveal cards from a deck, look at the top card first. You may recycle it. Then reveal those cards." Nothing in the walk reveals.
- Legion Rearguard's [Accelerate] is never paid.
What the line needs from the board and the opponent:
- All five in your base and ready on the attack turn. Units move from base to a battlefield and back, never between battlefields (§2), so a body standing at a battlefield can never join the attack.
- A combat. Tryndamere's "after an attack" needs defenders at the battlefield attacked. An empty battlefield scores the Conquer's one point and nothing else.
- A garrison the count survives. Nine needs a garrison of 1 to 3 summed Might; 4 to 7 is seven, 8 to 11 five, 12 to 15 three (the table in §2). The walk enters T6 on 3 points and needs 5.
- No two damage on one of your attackers before the damage step. Against a garrison of 10, two damage marked on a Brambleback costs two points; one damage costs none (§5).
- A Seal of Rage on the board by T3, and a Fury rune among your first four (§8).
- The deal: a Seal by T2, a Brambleback by T3, a Tryndamere by T4, all three Bramblebacks by T5, the second Tryndamere and an Upstage Comedy by T6 (§4).
2. What the count needs, and what the runes cost
Tryndamere needs a combat. His "after an attack" asks for the Attacker designation, and a combat gives it out, 464.2.c.3: "The attacker and defender gain the Attacker or Defender designation now, as appropriate. Units at the Contested Battlefield controlled by the Attacker or Defender gain the Attacker or Defender designation now, as appropriate." A walk into an empty battlefield makes 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."
Excess damage is the attacking Might nobody could assign. That is R28 = A on issue #11, standing on 465.2.c.4: "Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them." Against a garrison with no damage marked, the excess is the attackers' summed Might less the garrison's.
Only what is present at the Conquer counts. 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." A dead Brambleback adds no instance, 365.1: "Passive Abilities of Permanents are typically only active while on the Board." Each Brambleback present adds one instance of each conquer effect (R1 = A with stacking).
The defender chooses which attacker dies. 465.2.c: "Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units." And 465.2.c.3: "Units must have lethal damage assigned to them in full before damage is assigned to a different Unit." A unit dies at its Might, 143.2.a: "If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed." Damage already marked counts toward lethal: that is the example under 465.2.c.4, "If a player has 5 damage to distribute among four 3 Might units and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units."
The points are not Scores. His "you score 1 point" is a Gain by an ability, 194.1.c: "Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points." That is R2 = A, so 470 ("A player may only Score, from either method, once per Battlefield per turn.") does not cap them, and 471.1.a.1: "Notably, points Gained from sources that are not Conquer are not beholden to these restrictions."
The count, with the defender choosing the deaths that cost you most, for T=2 and K=3 (28 Might), re-derived here by trying every set of deaths the garrison can pay for:
garrison D 1-3 4-7 8-11 12-15 no spell 9 7 5 3 2+ marked 7 5 3 3 (two or more damage on one Brambleback first)
At D = 10, one marked damage changes nothing; two on a Brambleback make it 3, and two on a Tryndamere make it 4 (the defender then kills him and one Brambleback). The second row is the answer in §5.
Units move from base, never between battlefields. 144.4.a: "Units may move from their Base to a Battlefield." 144.4.b: "Units may move from a Battlefield to their Base." A move costs the unit, 144.2: "Exhausting the Unit is the Cost for this action." Several go as one action, 144.3: "Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units." A unit enters exhausted, 143.4: "Units enter the Board exhausted." Your units ready only in your own Awakening, 415.3.a: "A player Readies all non-spell Game Objects they Control during the Awakening Phase on their turn." So the second Tryndamere, bought on the attack turn, needs Upstage Comedy to attack.
The runes. A rune adds Energy by exhausting, 164.2.a: "[E]: [Reaction] — Add [1].", and Power by leaving, 164.2.b: "Recycle this: [Reaction] — Add [C].", and 164.2.b.1: "The Power added this way corresponds to the Domain of the Rune that is being Recycled." A recycled rune goes to the bottom, 416.1: "Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck." Seal of Rage is the other Fury source: one Fury Power once to play it, and one back every turn after, with no rune leaving. A gear enters ready, 359.2.d: "If it is a Non-Unit Gear, it enters the Board Ready at the player's Base.", and 415.3.a readies it each Awakening.
The earliest attack, counted. A search over every way to buy the five bodies, going first, two runes channelled a turn, each Power a rune recycled unless a Seal pays it, and the bodies bought on the attack turn readied by Accelerate, Upstage Comedy (with or without its [Repeat]) or SFD-004 Bushwhack:
levers earliest attack
[Accelerate] only (the entry's own cards) T7
Upstage Comedy and Bushwhack, no Seal T7
Seal of Rage, [Accelerate] only T6 two Seals T1 and T2, Brambleback T3,
Tryndamere T4 and T5, two Bramblebacks
Accelerated T6
Seal of Rage and Bushwhack T6
Seal of Rage and Upstage Comedy T6 Seal T2, Brambleback T3, Tryndamere T4,
two Bramblebacks T5, Tryndamere and
Upstage Comedy T6 (this walk)
every lever above, plus Bushwhack hidden a turn T6
ahead for E0 and `UNL-022 Jhin, Murderous Artist`
The Seal is the lever. Without it no readying card moves the attack off T7; with it the entry's own [Accelerate] reaches T6, and one Seal does it beside Upstage Comedy or Bushwhack. The walk takes one Seal and Upstage Comedy, which leaves T1 and T2 free for bodies.
Why T5 is out of reach. Going first you have at most 2t runes on turn t, so at most 2t Energy. Tryndamere costs E7, so by T5 he can be bought only on T4 (8 runes) or T5 (10), and not twice on T5 (14). One on T4 and one on T5, and the T5 one enters exhausted and must be readied, which costs E2 or, hidden a turn ahead, E0. That leaves at most 1 Energy on T4 and 3 on T5 for E4 Bramblebacks: none. T3 has 6, one Brambleback; T2 has 4, one; T1 has 2. Two Bramblebacks by T5 at most, and the nine needs three, whatever pays the Power. The pair's one Energy source outside the runes that a search can place, Jhin, costs E4 himself in the same turns, and the search with him still answers T6.
3. Their deck: Fury/Chaos Draven
The deck of the Tryndamere play linked above, in the same seat and with the same opening four and draws. SFD-185 Glorious Executioner (Fury/Chaos): "When you win a combat, draw 1. (You win if only your units remain after combat.)" Its Chosen Champion is OGN-028 Draven, Showboat, never played. Their bodies are OGN-018 Noxus Saboteur (Fury, E3, M3), OGN-010 Legion Rearguard (Fury, E2, M2), OGN-013 Pouty Poro (Fury, E2, M2), OGN-016 Dangerous Duo (Fury, E3, M3), OGN-171 Mystic Poro (Chaos, E2, M2), OGN-165 Cemetery Attendant (Chaos, E3 + 1 Chaos Power, M3; "When you play me, return a unit from your trash to your hand."), OGN-012 Noxus Hopeful (Fury, E4, M4; "[Legion] — I cost :rb_energy_2: less. (Get the effect if you've played another card this turn.)") and OGN-006 Flame Chompers (Fury, E3, M3). Their one spell is Hextech Ray (Fury, E1 + 1 Fury Power): "[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield." 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."
4. The turns, going first
Fury/Chaos against Fury/Chaos. Your battlefield is A, OGN-278 Bandle Tree ("You may hide an additional card here.", and nobody hides); theirs is B, SFD-210 Hall of Legends ("When you conquer here, you may pay :rb_energy_1: to ready your legend.", and you never conquer B). Your opening four are Void Hatchling, Legion Rearguard, Seal of Rage and Red Brambleback. Your draws are Void Hatchling (T1), Tryndamere (T2), Red Brambleback (T3), Red Brambleback (T4), Tryndamere (T5) and Upstage Comedy (T6). Their opening four are Noxus Saboteur, Legion Rearguard, Dangerous Duo and Pouty Poro. Their draws are Mystic Poro (T1), Cemetery Attendant (T2), Noxus Hopeful (T3), Legion Rearguard (T4), Flame Chompers (the legend's draw on T4), Hextech Ray (T5) and a card that plays no part (T6).
turn runes your turn points
T1 2 Void Hatchling (E2) to base. None left. 0
their T1 3 Noxus Saboteur (E3) to base. None left.
T2 4 The Hatchling walks to A, empty, Conquer: +1. Seal of 1
Rage (E0 + 1 Fury Power) to base. Legion Rearguard
(E2) and Void Hatchling (E2) to A. Four runes, one
recycled; none left.
their T2 5 The Saboteur walks to B, empty, Conquer. Legion
Rearguard (E2) and Pouty Poro (E2) to base. One left.
T3 5 Hold A: +1. Red Brambleback (E4 + 1 Fury Power, the 2
Seal's) to base. One left.
their T3 7 Hold B. Mystic Poro (E2), Dangerous Duo (E3, with
Legion) and Noxus Hopeful (E2 with Legion) to base.
None left.
T4 7 Hold A: +1. Tryndamere (E7 + 2 Fury Power, the Seal's 3
and one recycled) to base. None left.
their T4 9 Hold B. All five in base attack A: A is theirs, and
the legend draws. Cemetery Attendant (E3 + 1 Chaos
Power) to B: the Hopeful comes back to their hand.
Noxus Hopeful (E2 with Legion) and Legion Rearguard
(E2) to B. Nine runes, one recycled; two left.
T5 8 Two Red Bramblebacks (E8 + 2 Fury Power, the Seal's and 3
one recycled) to base. None left.
their T5 10 Hold A and B. Flame Chompers (E3) to A. Seven left.
T6 9 Tryndamere (E7 + 2 Fury Power, the Seal's and one 6
recycled) to base, and Upstage Comedy (E2) readies
him. All five attack A. Hextech Ray on a Brambleback.
Conquer: +1, and Tryndamere fires once each: +2.
None left.
their T6 11 Hold B.
Their points: 1 after their T2, 2 after their T3, 4 after their T4, 6 after their T5, 7 after their T6. After your T2 it is 1 to 0; after their T2, 1 to 1; after your T3, 2 to 1; after their T3, 2 to 2; after your T4, 3 to 2; after their T4, 3 to 4; after your T5, 3 to 4; after their T5, 3 to 6; after your T6, 6 to 6; after their T6, 6 to 7.
Runes on your board at the end of each turn: 2, 3, 5, 6, 7, 8. On theirs: 3, 5, 7, 8, 10, 9 after the Ray on your T6, 11 after their T6.
Your hand, card by card: 5 after the T1 draw, 4 after the Hatchling; 5 after the T2 draw, 2 after the Seal, the Rearguard and the Hatchling (Red Brambleback, Tryndamere); 3 after the T3 draw, 2 after the Brambleback (Tryndamere, Red Brambleback); 3 after the T4 draw, 2 after Tryndamere (two Red Bramblebacks); 3 after the T5 draw, 1 after the two Bramblebacks (Tryndamere); 2 after the T6 draw, 0 after Tryndamere and Upstage Comedy. Theirs: 5 after the T1 draw, 4 after the Saboteur; 5 after the T2 draw, 3 after the Rearguard and the Pouty Poro (Dangerous Duo, Mystic Poro, Cemetery Attendant); 4 after the T3 draw, 1 after the Mystic Poro, the Duo and the Hopeful (Cemetery Attendant); 2 after the T4 draw, 3 after the legend's draw, 2 after the Attendant, 3 with the Hopeful back, 1 after the Hopeful and the Rearguard (Flame Chompers); 2 after the T5 draw, 1 after the Chompers (Hextech Ray); 0 after the Ray on your T6, 1 after their T6 draw.
Your T2: the Seal goes down first. The Hatchling takes A, which is empty: a non-combat showdown (316.8.b.1), and it is a Conquer, 348.2.a.1: "This results in a Conquer if that player has not yet scored that Battlefield this turn." The Rearguard and the second Hatchling go to A, which you now control, 355.2.a: "By default, Valid locations include the controller’s Base or a Battlefield the controller controls." All four runes are exhausted for their Energy, and one Fury among them is then recycled for the Seal: the recycle has no exhaust in its cost (164.2.b). A is 2 + 2 + 2 = 6. The Seal costs you one rune for the rest of the game and pays one Fury Power a turn from T3 on.
Your T3 and theirs. You Hold A, 469.2: "Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase." The Brambleback's Power is the Seal's, so no rune leaves: you go into T4 with 7. The Brambleback goes to base, where it can join the attack (144.4). Their ready bodies in base are the Rearguard and the Pouty Poro, 4 against A's 6, so they do not attack. Their base is 2 + 2 + 2 + 3 + 4 = 13.
Your T4: Tryndamere to base, and A falls. Seven runes, seven Energy, one Fury Power from the Seal and one recycled. A is 6, and their 13 take it whatever you do; the Brambleback and Tryndamere stay in base, where the attack needs them.
Their T4. They Hold B, then all five attack A. Their 13 kill your three, 6 in all. Your 6 go on the Hopeful, 4 in full, and the Mystic Poro, 2. The Rearguard, the Pouty Poro and the Duo remain, so A is theirs, 466.5.d: "Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn." The legend draws the Chompers. The Attendant brings the Hopeful back, and the Hopeful costs two with [Legion]. All three go to B: B is 3 + 3 + 4 + 2 = 12, A is 2 + 2 + 3 = 7.
Your T5: two Bramblebacks, and no attack. You control no battlefield, so nothing to Hold. The two Bramblebacks cost all eight runes, the Seal's Fury and one recycled. Tryndamere and the first Brambleback are ready, and they could attack A now: 12 into 7, the Brambleback dies, Tryndamere fires once, 5 to 4. But a unit that attacks stands at A afterwards, and from A it can never reach the attack of T6 (144.4). The line holds them back.
Their T5. They Hold A and B: 3 to 6. The Chompers go to A, which they control: A is 10, B is 12. Seven runes stay up, and the Ray is in hand.
Your T6: the attack. Nine runes. Tryndamere costs seven and two Fury Power, the Seal's and one recycled; Upstage Comedy costs the last two and readies him. All five move to A as one action (144.3): 8 + 8 + 4 + 4 + 4 = 28 against 10. Not B: at 12 the count is 3 with no spell at all (§2). You have Focus first, 464.2.d: "3. The Attacker gains Focus." You pass. They cast Hextech Ray on a Brambleback, one rune exhausted and one Fury recycled: three damage marked. None of your five has [Deflect], so the Ray pays its printed cost. You have nothing to answer with.
The damage. Their 10 go 1 on the damaged Brambleback, lethal with the 3 already there (465.2.c.4), 4 and 4 on the other two, and the last 1 on a Tryndamere. Your 28 kill all four of theirs, 2 + 2 + 3 + 3 = 10, an excess of 18. Only your units remain, and A is yours with a Conquer: +1. No Brambleback is there, so each Tryndamere fires once: +2. 6 to 6.
Without the Ray. Their 10 kill one Tryndamere, 8 in full, and put 2 on a Brambleback, or kill two Bramblebacks: either way the survivors are worth 1 + 1 x 4 = 1 + 2 x 2 = 5, and you are on 8 to 6. You win at that Cleanup, 194.2: "A player wins the game if, in a cleanup, they have points greater than or equal to the Victory Score and more points than any other player."
Their T6. They Hold B: 6 to 7. Their bodies at B reach A only through their base, a turn later (144.4). Not walked: the turns after.
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 4 + n cards on turn n. With three copies of each of the four named cards, the walk's schedule (a Seal by T2, a Brambleback by T3, a Tryndamere by T4, three Bramblebacks by T5, two Tryndameres and an Upstage Comedy by T6) is 0.0065%. The seven cards anywhere among your first ten is 0.0161%, and two Tryndameres and three Bramblebacks among the first ten, with nothing asked of the order, 0.1184%. Each is an exact count over the 39-card pile.
5. Breaks to
What the burst did, and the predicate. On T6 the five bodies attacked a garrison of 10 at A. The predicate is: played by them on your T6 with the seven runes they have up, does it leave the Conquer worth 4 or less, so that you end your T6 short of 8?
The free answer is not there in this deal. Their bodies on the board after their T5 are 22 Might, A's 7 and B's 3 fixed by their T4 combat and the Saboteur, and 12 to place. To leave every battlefield you can attack at 3 points or less, both need 12 (§2): 24 Might. They are two short.
The cheapest card answer: two damage on one attacker, one rune. At D = 10, two marked damage on a Brambleback drops the count from 5 to 3, and on a Tryndamere to 4 (§2); either leaves you short of 8. One marked damage does not. From the Fury/Chaos census of the Tryndamere play (247 cards, 27 of them [Action] or [Reaction] spells at E2 or less), the two that do it for one rune are:
OGN-009 Hextech Ray(Fury, E1 + 1 Fury Power): "[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield."UNL-014 Monster Harpoon(Fury, E1 + 1 Fury Power): "[Action] (Play on your turn or in showdowns.) Deal 2 to a unit at a battlefield. If you control a facedown card, deal 4 to it instead."
Each is one rune exhausted for the Energy and the same rune recycled for the Power. Priced against the target as well: none of Tryndamere, Barbarian and Red Brambleback has [Deflect], so 809.1.c adds nothing: "It is functionally short for "Spells and abilities an opponent controls that target [me/this] cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose [me/this]."" Had one of them carried it, 809.1.b.3 ("If X is omitted, it is presumed to be 1.") and 809.1.c.1 ("The Power used to pay this cost may always be of any Domain.") would make each a second rune. Two runes and no recycle buy the same with OGS-003 Incinerate or VEN-010 Consuming Curse (E2, two damage).
A stun does not do it. UNL-134 Existential Dread without its [Repeat] stuns one attacker, and 423.1.b: "A Stunned Unit does not contribute its might to damage in the combat damage step." Your 20 left still leave an excess of 10 against their 10, and the stunned unit stays present for 383.4.c.2.a.
The Hold curve is the answer that costs them nothing to play. Their plain bodies took A on their T4 and Held both on their T5: 6 points to your 3 after their T5. The line spent your T3 to T6 on cards that score nothing until T6. That is §6.
6. Against the free Hold curve
npm run adversarial -- --turns, run at e4653c7 on 2026-10-27, prints the baseline for every identity: "pay LATER than the UNOPPOSED Hold curve (both battlefields, 2/turn, T5-T6)". Chaos/Fury has no unit at Energy 1, so its baseline is T6, the curve in the unopposed clock: "Turn 6, not turn 5." The same run prints the entry this line extends as T 7 vs T6 baseline SLOWER BURST fury tryndamere-brambleback-conquer.
| pays | |
|---|---|
| The free Hold curve, Chaos/Fury | T6 |
tryndamere-brambleback-conquer as catalogued | T7 |
| This line, with Seal of Rage and Upstage Comedy | T6, no earlier on any purchase (§2) |
The line pays on the same turn as the free curve, so it does not beat it. That is a negative result, and the line does not enter data/combos.json. What it buys over the curve is a different board: the curve needs both battlefields uncontested from T3, and this line wins from 3 points with the opponent holding both, if the garrison is 11 or less and they hold no two damage. The walk's opponent had both on T5 and held the Ray.
7. Verdict
A negative result: T6, the free curve's turn, and one rune holds it to three. The fastest BURST a Chaos/Fury deck can build is Tryndamere's nine: no other card in the pair multiplies points, and no other conquer effect in it scores. Seal of Rage and Upstage Comedy move its first attack from T7 to T6; nothing moves it to T5, because three Bramblebacks and two Tryndameres do not fit in the Energy of the first five turns. Walked going first against the Draven deck, the five bodies attacked a garrison of 10 on T6 from 3 points behind 6: unanswered that is 5 points and 8 to 6, a win on T6, and with Hextech Ray on a Brambleback it is 3, 6 to 6, and 6 to 7 after their T6. The cheapest answer is one rune: Hextech Ray or Monster Harpoon.
8. Not verified
Your runes. The walk assumes six Fury and six Chaos runes. It recycles one Fury on T2 (the Seal), T4, T5 and T6, and the Seal pays the rest. Dealt over all 924 orders of the twelve, channelling two a turn from the top and recycling a Fury to the bottom each time one is asked, it fails in 28 of 924 (3.03%), all on T2: the four runes on the board are all Chaos, and the Seal cannot be paid. Every later recycle can always be paid. Twelve Fury runes (103.3.a.1 allows it) fail in 0.
Their runes. Six Fury and six Chaos, as in the Tryndamere play. The Attendant on their T4 needs a Chaos among their first nine runes, which six Fury cannot fill: 0 of 924. The Ray on your T6 needs a Fury among the ten on their board, their first eleven less the recycled Chaos; six Chaos leave at least five Fury among eleven: 0 of 924.
The deal. The walk fixes both hands. Its own schedule is 0.0065% (§4); the line also needs OGN-040 Seal of Rage and UNL-009 Upstage Comedy in a list that runs three of each. The walk's choices of opponent are their T4 attack, the late bodies at B, the Chompers at A, and the Ray on a Brambleback rather than on a Tryndamere (3 against 4, and both leave you short; §2). data/cards.json carries no champion supertype: I read Pyke, Dockside Butcher as a champion unit by his name and his Pyke tag.
The count. The table in §2 assumes no [Tank], no Shield, and nothing else changing Might in the combat. The search in §2 covers the cards it names; an Energy source the pool prints outside them was not modelled, and the T5 bound in §2 holds for any Power source but not for one that adds Energy. Not walked: going second, the mulligan, 2v2, the attack on T5 with the first Tryndamere and Brambleback, and the turns after their T6.
Leads
tryndamere-brambleback-conquer, the notable "WHEN THE NINE FIRST ATTACKS, GOING FIRST": it says the earliest attack is T7 and that Relentless Storm's rune does not move it. WithOGN-040 Seal of Rage(one Fury Power a turn with no rune recycled) andUNL-009 Upstage Comedy(E2, readies the Tryndamere bought that turn) it is T6: Seal T2, Brambleback T3, Tryndamere T4, two Bramblebacks T5, Tryndamere and Upstage Comedy T6. T6 is still the Chaos/Fury and Fury Hold baseline, not earlier than it.- The same entry's search paid every Power with a recycled rune and readied the attack turn's bodies only through [Accelerate]. Seal of Rage is the lever it did not model, and it alone moves the turn: two Seals and the entry's own [Accelerate] reach T6 (Seals T1 and T2, Brambleback T3, Tryndamere T4 and T5, two Accelerated Bramblebacks T6). Upstage Comedy or
SFD-004 Bushwhack("Friendly units enter ready this turn.") reach it with one Seal; without a Seal neither moves it off T7. scripts/adversarial-check.mjs --turnsprices the entry's own cards only, so its row fortryndamere-brambleback-conquerreads T7. That is right for the cards declared; the entry could declare the Seal and Upstage Comedy as optional enablers and say T6.- For the coverage question of #200: in Chaos/Fury the only point multiplier is Red Brambleback and the only scoring conquer effect is Tryndamere, so the nine of this play, one Conquer from zero points with two Tryndameres and three Bramblebacks, cannot be bought before T6 going first (§2). That bound is for that board only. It does not reach a finish that banks Hold points first and needs fewer copies, which is not a BURST and is not walked here: a body takes A on T2 and A is Held on T3, T4 and T5 for 4 points; Red Brambleback on T3, Tryndamere on T4 (Seal of Rage, and one rune recycled for the second Power, 164.2.b), and a second Brambleback on T5 with [Accelerate]; on T5 Tryndamere and both Bramblebacks conquer B, 1 for the Conquer and Tryndamere's trigger 1 + 2 times, 8 on T5. Its board: an enemy garrison at B of 1 to 3 Might in all, so the 5 excess is met and no Brambleback dies, and nothing of theirs contests A from T2 to T5. A CHAIN was not searched: the pair's other point sources are
OGN-205 Yasuo, Windrider("The third time I move in a turn, you score 1 point."),SFD-148 Draven, Audacious("The first time I win a combat each turn, you score 1 point.") and two Scores a turn at most (470), and whether they reach 8 in one turn before T6 is open.