Combo · ENGINE
Charm evacuates, Nasus walks in — a conquer point doubled with no combat at all
Pieces
- Charm ×3
OGN-043 · enabler · calm
Move an enemy unit.
- Nasus, Ascended ×1
VEN-046 · payoff · calm
[Deflect 2] (Opponents must pay 2 Power of any domain to choose me with a spell or ability.) [Empower] 8 Energy (8 Energy: Empower me. Use only if not Empowered.) [Empowered][>] When I conquer, you score 1 point.
Payoff
Deck
- Any Calm legend — Charm and Nasus are both mono-Calm (103.1.b.1), so this is the cheapest identity of the three Nasus conquer routes.
Prerequisites
- IT DOUBLES charm-evacuate-conquer's OWN RATE, WHICH IS WHY IT IS A SEPARATE ENTRY RATHER THAN A NOTABLE ON IT. That entry is Charm alone and its terminatesIn is 'one point per casting, bounded by the 3 copies of 103.2.b and by 470'. Make the body that walks in an Empowered Nasus and every casting is TWO points: the Conquer itself (a 469.1 Score, capped by 470 at one per battlefield per turn) plus Nasus's '[Empowered][>] When I conquer, you score 1 point' (a 194.1.c Gain under R2 = A, which 470 does not touch). Three Charms is six points instead of three.
- EVACUATING IS NOT YET A CONQUER, AND THE SECOND HALF IS THE ENTRY. 323.6 only STRIPS the opponent's Control when their last body leaves — nobody gains it. The point needs a body of yours walking in during the Main Phase (144.4.a), applying Contested (190.3.a.1), opening a Showdown (344.2, since the battlefield is Contested with no units of different players there), and 348.2.a establishing Control at its close with 348.2.a.1 saying outright 'This results in a Conquer'. It scores that same turn.
- THERE IS NO COMBAT AT ANY POINT, AND THAT IS WORTH THREE SEPARATE THINGS. (a) Nasus is never assigned damage, so an 8-Energy [Deflect 2] body is never at risk — 809.1.c and 809.1.d already taxed spell removal and there is no combat route either. (b) No Attacker designation is ever created, so the empty-battlefield trap (807.1.d, 383.4.e, 461) is respected rather than worked around. (c) NOTHING IS ASSIGNED, so no excess damage exists: every card reading 'if you assigned N or more excess damage' is blank here — OGN-034 Tryndamere, SFD-120 Sivir, UNL-018 Yeti Brawler, UNL-187 Piltover Enforcer, UNL-188 Hextech Gauntlets, UNL-217 Trapping Grounds. And SFD-148 Draven, Audacious's 'the first time I win a combat each turn' never fires either, because 466.3.a needs a combat to have happened. Nasus is the payoff that survives all of that, because his trigger says only 'When I conquer'.
- IT ONLY CLOSES AGAINST A GARRISON OF ONE. Charm moves a single enemy unit, so a battlefield held by two needs two castings — 2 Energy + 2 Calm Power of the three copies 103.2.b allows, for the same one conquer. UNL-124 Isolate (Chaos) does the same job and is out of identity; OGN-043 is the Calm one.
- GETTING HIM EMPOWERED IS THE PREREQUISITE, NOT AN INGREDIENT. The printed route is his own [Empower] 8 Energy, which 441.1.a makes binary and 441.2 makes permanent once reached. In mono-Calm the cheap route is VEN-035 Sanction (Calm, E3 P1, [Reaction], 'Empower a unit. Disempower it at end of turn') — one turn is enough, because the conquer happens on the turn you cast Charm. wild-claw-nasus-ascended-empowered (Body/Calm) and wind-and-ghosts-nasus-bloodless-conquer (Calm/Chaos) are the other two routes to the same payoff and all three are alternatives: one legend per deck.
- ONE CONQUER PER BATTLEFIELD PER TURN. 469.1 defines Conquer as gaining Control of a battlefield 'they did not yet Score this turn', 470 caps Scoring at once per battlefield per turn, and 485.4 puts two on a Duel table — so two castings in one turn are worth two points only if they target different battlefields, and Nasus can reach only one of them (144.4, no [Ganking]).
- HE HAS TO SURVIVE THE WALK IN. Nasus arrives at the battlefield and stays there; 315.2.b.2 then Holds it next Beginning Phase for a further point, and 323.6 takes it back the moment he leaves or dies. SFD-060 Tianna Crownguard switches off both the Conquer Score and the ability Gain, since 194.1.c makes an ability score a Gain and she reads 'opponents can't gain points'.
- A BLOODLESS CONQUER IS NOT A FAIT ACCOMPLI, AND 46 OF THE 47 ENTRIES CITING 344.2 DID NOT SAY SO (added 2026-09-12, #187 batch 25). **316.8.b.1.a**: during a Non-Combat Showdown *"units controlled by a different player may become present at the Battlefield where the Showdown is"*, which converts it to a COMBAT Showdown in the following cleanup - so the opponent can turn your uncontested walk-in into a fight. 316.8.c is the permission (a Showdown is a Window of Opportunity for [Action] and [Reaction] cards). **The answer set is THREE CARDS, swept on the ACTOR rather than on the destination**: `OGN-173 Ride the Wind` (Chaos, E2+1), `OGN-262 Zenith Blade` (Calm/Order, E3+2) and `SFD-184 Relentless Pursuit` (Fury/Body, E2+1) - twelve printings move a friendly unit, and nine of them send it to base or need a body already there. They span three identities, so **no identity is safe**; and `OGN-262 Zenith Blade` is the worst to walk into, because it STUNS your body on the way in, and 423.1.b removes a stunned unit`s contribution to the damage step while 423.1.c keeps its full Might as the price to kill it - one 3-Energy card takes the unit and the battlefield. **[Ambush] is not a fourth answer**: 822.1.b needs a battlefield where the player already has units, and the defining feature of that board is that they have none there. **THE REMEDY IS A COUNTERSPELL, AND A FIRST VERSION OF THIS NOTABLE SAID SOMETHING FALSE THAT IS WITHDRAWN HERE (corrected within the hour, 2026-09-12).** It said that because all three answers are [Action] and 358.4 admits an Action card only as the card that CLOSES the state, the attacker - who holds Focus by 345 and priority by 335.1 - could shut them out by playing any cheap Action card first. Every step is true and the conclusion is false, because **a Showdown is a LOOP, not a single window**: 346 - *"When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority"* - with 347.1.b and 347.2.a. Closing the state buys a lock-out lasting exactly that CHAIN; when it resolves the Showdown reopens, Focus passes TO THE DEFENDER, and they play their answer into an open Showdown after all. **The real sequence**: walk in, take Focus, **PASS** (acting first gains nothing); they play the answer, which closes the state as it is played; **you COUNTER it**, since 358.4`s other half now admits only [Reaction] and all eleven of the pool`s counters are Reaction, and 425.1.c refunds them nothing; all players then pass in sequence, 347.2.a ends the Showdown, and 348.2.a with 348.2.a.1 give you Control and the Conquer. The cheap counter is `OGN-045 Defy` (Calm, E1 + 1 Power, *"counter a spell that costs no more than 4 Energy and no more than one rainbow"*), which covers all three answers; `OGN-064 Wind Wall` is the unconditional one. **So the protection narrows to pairs containing CALM** - it is not the one-Energy insurance any deck can buy.
Steps
- Have Nasus, Ascended at your base and Empowered — his own 8-Energy [Empower], or Sanction on the turn.
- Main Phase: cast Charm (1 Energy + 1 Calm Power) and move the lone enemy unit off the battlefield you want.
- 323.6 strips their Control at the following Cleanup: the battlefield is now unoccupied and uncontrolled, which is what 170.11.c calls open. Nobody has gained anything yet.
- Standard-move Nasus from your base to that battlefield, paying his exhaust (144.2, 144.4.a). 190.3.a.1 applies Contested.
- 344.2 opens a Showdown at the next Cleanup, and 348.2.a establishes Control at its close. 348.2.a.1: 'This results in a Conquer.' One point.
- Nasus's '[Empowered][>] When I conquer, you score 1 point' resolves: a second point, in the same Main Phase, with no combat and no damage assigned anywhere.
Per iteration
+2 points per casting for 1 Energy + 1 Calm Power plus Nasus's exhaust, with no combat and no damage assigned
How it ends
engine — 2 points per Charm instead of one, three castings a game (103.2.b), and a further Hold point each Beginning Phase Nasus keeps the battlefield
Sources
Walked here, in this project
- Hand walk 2026-09-06 (docs/phase0/walks/2026-09-06-engine-payoff-walk.md, section 21) 2026-09-06 record
- Hand walk 2026-09-06, issue #102 (docs/phase0/walks/2026-09-06-battlefield-lens-candidates.md) — evacuating a garrison is not yet a Conquer; the body has to walk in 2026-09-06 record
- Issue #155 — Engine × payoff: the conquer-engine group, whose seven entries the hunt left unpaired with any conquer payoff 2026-09-06
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 2026-09-06 (docs/phase0/walks/2026-09-06-engine-payoff-walk.md, section 21). This is the conquer-engine half of issue #155's brief: the group's entries all end at 'it relocates bodies and conquers' and none of them names a card that pays for the conquer. charm-evacuate-conquer is the cheapest of them (one Calm spell) and Nasus is the only conquer payoff in its identity, so the pairing is mono-Calm and costs one card. Card text verbatim from data/corpus_flat.txt; 103.1.b.1, 103.2.b, 144.2, 144.4/144.4.a, 170.11.c, 190.3.a.1, 194.1.c, 323.6, 344.2, 348.2.a/348.2.a.1, 383.4.e, 441.1.a, 441.2, 461, 466.3.a, 469.1, 470, 471.1, 485.4, 807.1.d and 809.1.c/809.1.d opened and read. Ban check: neither OGN-043 nor VEN-046 carries a [BANNED marker and neither is a Signature card; OGN-168 Fight or Flight, which prints Charm's own sentence, IS banned in both formats and is cited only as evidence that a bare 'a unit' reaches enemies. Trap check: no attack and therefore no Attacker designation, so 807.1.d/383.4.e/461 are respected rather than worked around; no [Temporary]; no [Repeat]; no token; a Move is not a Recall (455, 456); no rune recycled. The zero-excess consequence is stated in a notable because it is what selects Nasus over Tryndamere and Draven as the payoff. Depends on R2 = A, R20 (retired: 344.2 opens the Showdown and 348.2.a.1 calls it a Conquer) and R28 = A, and on no open reading.
Walked against Core Rules 2026-07-16