RIFTCOMBO

Combo · ALT WIN

Arise! — one 2-Might body per Equipment, straight onto The Grand Plaza

11 cards · calm + order · verified

Pieces

Payoff

Win the game

Deck

Prerequisites

Bodies no card supplies

Take control of The Grand Plaza with any body and keep it — conquering it is what makes it a valid location for the tokens (355.2.a)

Steps

  1. Play the nine 1-Energy Equipment over the early turns, 9 Energy in total. They need not be attached to anything to be counted.
  2. Take control of The Grand Plaza with any body and keep it — conquering it is what makes it a valid location for the tokens (355.2.a).
  3. In a later Main Phase, resolve Arise! for 6 Energy and 1 Power. 439.2.b.1 and 355.2.a let each of the nine 2-Might Sand Soldiers enter at the Plaza you control; the spell readies two of them.
  4. Survive one opponent turn with 7+ units there. A 1-damage sweep does not reach them (142.4.b).
  5. At your next Beginning Phase you Hold the Plaza, its trigger finds ten units, and 195 grants you the game.

How it ends

win the game at the next Hold

Sources

Walked here, in this project

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-equipment-lens-candidates.md), issue #41 candidate 5, promoted with no change to any declared quantity. Card text verbatim from data/corpus_flat.txt and every rule reopened in that walk. Verified by hand that SFD-033, UNL-039 and SFD-153 are the only 1-Energy Equipment in Calm or Order across the whole pool, and that OGN-133 Flurry of Blades is a 1-Energy Reaction that clears an 8-Recruit board and no Sand Soldier — that measurement, not a preference, is what separates this from grand-plaza-recruit-vanguard.

Walked against Core Rules 2026-07-16

Match a deck list against the whole catalogue