Combo · ENGINE
Two Energy buys the word [Action], and that is the whole difference between a removal spell and a Conquer
Pieces
- Blast of Power ×3
OGS-012 · payoff · order
[Action] (Play on your turn or in showdowns.) Kill a unit at a battlefield.
Payoff
Deck
- Mono-Order, so 103.1.b.3 admits any legend with Order in its pair: SFD-201/SFD-249 Chem-Baroness, UNL-199/UNL-235 Deceiver, SFD-197/SFD-247 Emperor of the Sands, VEN-147/VEN-193 Eye of Twilight, SFD-205/SFD-251 Grand Duelist, UNL-195/UNL-233 Green Father, OGN-253/OGN-302 Hand of Noxus, VEN-155/VEN-197 Heart of the Tempest, OGN-265/OGN-308 Herald of the Arcane, UNL-203/UNL-237 Keeper of the Hammer, OGS-021 Lady of Luminosity - Starter, VEN-153/VEN-196 Matriarch of War, OGS-023 Might of Demacia - Starter, UNL-187/UNL-229 Piltover Enforcer, OGN-261/OGN-306 Radiant Dawn, OGN-269/OGN-310 The Boss, SFD-187/SFD-243 Void Burrower.
- Not banned or restricted in either format, and not a Signature card.
- A garrison of exactly one enemy unit, and one body of yours to walk in. The spell kills one unit; against a bigger garrison it needs a second copy or a different tool.
Prerequisites
- THE CHAIN, PARAGRAPH BY PARAGRAPH. Move a unit in: 190.3.a.1 applies Contested, 323.9 stages a Combat 'at each Battlefield that Contested was applied to that have Units present controlled by opposing players', and 464.2.c.1 makes you the Attacker. Inside the opened combat, 464.2.f.1 ('Otherwise the Combat Showdown continues, with the State Open as normal') and 464.2.g ('Players proceed with any play on the Chain as normal') are the window, and 806.1.c.1 - '[Action] ... This can be played during showdowns on any player's turn' - is the permission. Kill the last defender there. 465.1 then gates the damage tasks on 'If both Attacking and Defending units remain at this battlefield' - they do not - so no damage is assigned at all and none of your bodies is at risk. 466.5 gives Control to 'the player with Units remaining here ... if they didn't already control this Battlefield', and 466.5.d: 'Establishing Control results in a Conquer if that player has not yet scored this Battlefield.' 469.1.b completes it.
- WHY THE CHEAPER SPELL IN THE SAME DOMAIN CANNOT DO THIS. OGN-229 Vengeance is 4 Energy + 2 Power for 'Kill a unit' with no location restriction at all - cheaper in Energy, wider in target, and useless for this line, because 155 is the only permission a bare spell has: 'A spell can be played during an Open State outside of Showdowns on its controller's turn.' A Combat Showdown is not that state. The 2 extra Energy on Blast of Power buys the keyword, and the keyword is the card. The honest trade in the other direction is that Vengeance reaches a unit at the BASE and Blast of Power never does.
- IT MUST BE THE ATTACKER'S SIDE. 466.5's clause 'if they didn't already control this Battlefield' is why: the Defender is by 464.2.c.1 and 323.11.a the player who already controls it, so the same spell cast by the non-turn player wins the combat and pays no point. 466.5.e ('This does not have to be the player that applied Contested to the Battlefield') keeps the Control with whoever has units left, which on this line is you.
- AND IT PRODUCES NO EXCESS DAMAGE, WHICH RULES OUT THE OBVIOUS PAYOFFS. 465.1 assigns nothing, and this project's ruling R28 = A defines excess damage as attacking Might that was never assigned - there is no assignment step to leave anything over. So OGN-034 Tryndamere (5 or more excess), UNL-187 Piltover Enforcer (3 or more) and UNL-217 Trapping Grounds (3 or more) are all blank behind this line, however large the body that walked in. A bloodless conquer and the excess-damage family are mutually exclusive in principle, not merely by domain.
- THE CEILING. 469.1 defines a Conquer on a battlefield 'not yet Scored this turn', 470 caps Scoring at once per battlefield per turn and 485.4 puts Battlefield Count at 2 in a Duel - so two Conquers a turn is the hard ceiling whether you cast this once or three times, and 103.2.b caps the copies at three anyway.
- WHERE IT SITS IN THE CATALOGUED FAMILY. sinister-poro-attack-evacuate and corrupted-dragon-mass-evacuate empty a garrison of ANY size by moving it, and 323.10 lets an evacuation un-stage a Combat before it opens. This is the other route: the Combat is allowed to open, and the garrison is removed inside it. It costs 6 Energy + 1 Power and works on a garrison of one, where an evacuation costs almost nothing and works on any garrison - the trade is that removal is permanent and an evacuation hands the bodies back to their base intact.
- WHAT IT IS NOT. This is a Conquer, so it scores by 469.1.b, but the entry produces no engine of its own: it is one point per casting, three castings a game, and nothing recurs.
- SCOPED AGAINST ITS TWIN: `blast-of-power-action-removal-bloodless-conquer` walks the same 155 argument with OGN-219 Vanguard Sergeant as the body that walks in - the pool’s only textless mono-Order card, which is exactly what a bloodless conquer needs, since no text is read. This entry is the ONE-CARD version and carries the parts that one does not: the full 466.5 / 466.5.e attacker-side chain, the zero-excess-damage consequence, and the 470 with 485.4 ceiling of two Conquers a turn. Neither supersedes the other; a card set that is a strict SUBSET of another entry’s is invisible to a duplicate check that compares sorted card sets (found 2026-09-07).
Steps
- Move a unit to a battlefield held by a garrison of exactly one enemy unit. 190.3.a.1 applies Contested and 323.9 stages the Combat.
- Let the Combat open. 464.2.c.1 makes you the Attacker and 464.2.c.3 hands out the designations.
- In the window 464.2.f.1 and 464.2.g leave open, play Blast of Power (6 Energy + 1 Power) under its [Action] permission (806.1.c.1) and kill the defender.
- 465.1's damage tasks never become Outstanding, because Defending units no longer remain: no damage is assigned and your body survives untouched.
- 466.5 establishes Control for you and 466.5.d makes it a Conquer; 469.1.b completes the gain of control. Two Conquers a turn is the ceiling (470 + 485.4).
Per iteration
one Conquer per casting, with no damage assigned and no body lost
How it ends
engine only - one Conquer per casting and three castings a game (103.2.b), against a garrison of exactly one; the Duel ceiling of two Conquers a turn (470 + 485.4) binds before the copies do
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-order.md, batch 7) 2026-09-07 record
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 2026-09-07 (issue #180, batch 7). The first entry to use OGS-012 Blast of Power. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 155, 190.3.a.1, 323.9, 323.10, 323.11.a, 464.2.c.1, 464.2.c.3, 464.2.f.1, 464.2.g, 465.1, 466.5, 466.5.d, 466.5.e, 469.1, 469.1.b, 470, 485.4, 806.1.c.1. 155 and 466.5.e are cited here for the first time in this catalogue. The entry exists to make one comparison concrete: OGN-229 Vengeance is cheaper and wider and cannot take a battlefield, because 155 is the only timing permission a keyword-less spell has - which is also the paragraph that refuses Vengeance its own entry in this walk. Ban check: not banned or restricted, not a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16