Combo · ENGINE
Conscription is a two-body swing that leaves the garrison empty, and 107.1.c is why the stolen unit lands in YOUR base
Pieces
- Conscription ×3
UNL-140 · engine · chaos
You may spend 5 XP as an additional cost to play this. Choose an enemy unit at a battlefield with 3 Might or less. If you paid the additional cost, choose any enemy unit at a battlefield instead. Take control of it, exhaust it, and recall it.
- Forgotten Signpost ×1
UNL-045 · enabler · calm
[Action][>] Exhaust a unit you control, Exhaust: Move a different unit you control to the location of the unit you exhausted to pay for this ability.
- Gloomist ×1
UNL-193 · legend · calm/chaos
When you or an ally hold, you may exhaust me to draw 1.
Payoff
Deck
- Conscription is Chaos, Forgotten Signpost is Calm: the legend must be Calm/Chaos (103.1.b). Three qualify - OGN-259 Unforgiven, SFD-195 Blade Dancer, UNL-193 Gloomist.
- Conscription carries neither [Action] nor [Reaction], so by 155 it is playable only in your own Main Phase Open State.
Prerequisites
- THE STOLEN BODY LANDS IN YOUR BASE, AND 107.1.c IS THE RULE THAT SAYS SO. The card's three instructions run in printed order - 158.1, 'Spells have their rules text executed from top to bottom when they are Resolved' - so control changes FIRST. 455 then reads 'A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move', and 107.1.c defines whose that is: 'Permanents and Runes controlled by a player reside in that player's Base.' The 'exhaust it' is a separate printed instruction and not a consequence of the recall - 458 says 'Recalls do not affect the state of the Permanent being recalled' - so the CLAUDE.md recall trap is respected rather than leaned on.
- THE SIGNPOST DOES NOT WALK THE STOLEN BODY INTO THE BATTLEFIELD YOU JUST EMPTIED, AND ISSUE #61 SAID IT DID. Read its cost to the end: 'EXHAUST A UNIT YOU CONTROL, [exhaust this]: Move a different unit you control TO THE LOCATION OF THE UNIT YOU EXHAUSTED'. The destination is wherever a body you already control is standing, so you must ALREADY have a unit at that battlefield - and if you do, you have already conquered it and the stolen body adds nothing to the conquer. What the Signpost is here is reinforcement: it puts an exhausted body into an existing garrison for 0 Energy and 0 Power at [Action] speed, which is the one thing a body that cannot pay 144.2's exhaust could not otherwise do.
- EMPTYING THE GARRISON CONQUERS WITH NO DAMAGE AND NO ATTACKER. 323.6 strips their Control 'if the turn is in an Open State and there is no Showdown or Combat ongoing there' the moment their last body leaves. Your unit then walks in, 190.3.a applies Contested, 344.2 opens a Showdown because 'there aren't units controlled by different players there', 348.2.a establishes Control and 348.2.a.1 says outright 'This results in a Conquer if that player has not yet scored that Battlefield this turn.' No 'When I attack' trigger is claimed anywhere in the line, so the empty-battlefield trap (807.1.d, 383.4.e, 461) does not arise: this is a Conquer without an Attacker designation.
- IT IS THE ONLY LINE IN THE STUN LENS THAT LEAVES AN ENEMY BODY EXHAUSTED, AND IT HAD TO STEAL IT TO DO SO. Issue #61's S1 inventoried all 32 uses of the verb 'exhaust' in the pool and found zero that exhaust a unit the opponent still controls. Conscription is the exception that proves it: 'Take control of it, exhaust it'. The exhaust is a penalty on the unit you now own, not an attack on theirs.
- ARITHMETIC WITH THE QUANTITIES DECLARED. Small mode: E5 + 2 Power for an enemy of 3 Might or less. Large mode: E5 + 2 Power + 5 XP for any enemy at a battlefield. Either way it is a TWO-BODY swing on one card - their garrison shrinks by one and yours grows by one. Emptying a garrison of N defenders costs N Conscriptions, not one, and 103.2.b caps that at three copies, which is the honest ceiling of this line. Forgotten Signpost is E2 once and 0 per activation afterwards, but each activation costs the exhaust of a THIRD body at the destination, so the line is three units, not two.
- THE "OR AN ALLY" HALF OF UNL-193 IS 2V2 ONLY (issue #118, walked 2026-09-06). Gloomist reads "When you or an ally hold, you may exhaust me to draw 1", and this entry uses only the "you hold" half. An ally exists only in 489, 2v2 (Magma Chamber): 489.1 four players, 489.5.c.1 alternating teams, 489.3 "Victory Score: 11" against 194.3's default 8, 489.8.d "Points are shared by a team". 489.8.c says outright "Control is not shared", and 469.2 defines Hold as maintaining Control of a battlefield "during their Beginning Phase", so the ally's Hold is theirs, fired on their turn by 315.2.b.2. IT DOES NOT DOUBLE THE TRIGGER, WHICH IS THE CORRECTION TO ISSUE #118's FINDING E. The cost is "you may EXHAUST me", and 315.1.b readies your legend only in YOUR Awakening — nothing readies it in between — so across a full team round-trip you get exactly ONE activation whether it comes from your own Hold or your ally's. What the clause actually buys is a CHOICE of window (decline your own Hold in your Beginning Phase and take the ally's later in the round) and an insurance policy for the turn you control no battlefield at all and therefore never Hold. 2v2 also brings 489.8.b and 469.1.a, which disqualify from your team's scoring any battlefield your teammate controlled during your Beginning Phase. In the Duel (485) this entry is written for, the clause is dead text. Nothing about this entry's class, quantities or steps changes.
- 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.
Bodies no card supplies
Move any ready unit of yours in
Steps
- Play Forgotten Signpost (2 Energy). It is gear, so 143.4 does not exhaust it.
- In your Main Phase - 155, since Conscription has neither [Action] nor [Reaction] - play Conscription: 5 Energy + 2 Power for an enemy of 3 Might or less, or the same plus 5 XP for any enemy at a battlefield.
- Take control of it, exhaust it, recall it: 158.1 runs those in printed order, so 455 with 107.1.c put it in YOUR base, exhausted.
- If that was their last body at the battlefield, 323.6 strips their Control in the same Cleanup and the battlefield is open.
- Move any ready unit of yours in. 190.3.a makes it Contested, 344.2 opens a Showdown with no opposing units present, 348.2.a gives you Control and 348.2.a.1 makes it a Conquer - no damage step, no Attacker.
- The stolen body cannot pay its own Standard Move (144.2) while exhausted. Forgotten Signpost moves it to a battlefield where you already have a body to exhaust as the cost - reinforcement, not the conquer.
- 415.3.a readies the stolen unit in your next Awakening Phase, from which point it is an ordinary unit of yours.
Per iteration
one enemy unit removed from their garrison AND added to your board for 5 Energy + 2 Power, or for the same plus 5 XP at any Might, which opens the battlefield for a Conquer with no combat if it was their last body there
How it ends
engine only - 103.2.b caps Conscription at three copies, emptying a garrison of N defenders needs N of them, and the Conquer it opens is one point per battlefield per turn (470)
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Lente de stun y exhaust enemigo - issue #61 (GitHub) 2026-09-06
Walked here, in this project
- Hand walk 2026-09-06 2026-09-06 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 2026-09-06 (docs/phase0/walks/2026-09-06-stun-lens-candidates.md), issue #61 candidate 5, REWRITTEN. UNL-140 Conscription and UNL-193 Gloomist appeared in NO entry before this; UNL-045 Forgotten Signpost is in signpost-corina-two-battlefields and the overlap is declared. THE WALK'S CORRECTION: #61 used Forgotten Signpost as the way to walk the stolen, exhausted body into the battlefield Conscription had just emptied. It cannot - its cost is 'Exhaust a unit you control' and it moves a different unit 'to the location of the unit you exhausted', so you must already have a body at the destination, and if you do you have already conquered it. The Signpost is reinforcement here and the entry says so. The walk also supplied the rule #61 asserted without one: 107.1.c ('Permanents and Runes controlled by a player reside in that player's Base') read with 158.1 is why 455's 'its Base' means yours, since the control change is printed first. Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b, 103.2.b, 107.1.c, 143.4, 144.2, 155, 158.1, 190.3.a, 323.6, 344.2, 348.2.a, 348.2.a.1, 415.3.a, 455, 458, 470. Ban check: none of the three carries a [BANNED marker in data/corpus_flat.txt. Trap check: the empty-battlefield trap is respected - no 'When I attack' trigger is claimed and the Conquer comes from 348.2.a.1, not from combat; the recall is the one in 455 and 458 is cited; no [Repeat]; no [Temporary]; no token, so 185 and 186.1 never arise; no Gold; no battlefield of its own. Depends on no unruled reading. REFINED 2026-09-06 (issue #118, docs/phase0/walks/2026-09-06-2v2-showdown-action-lens.md): one notable added for the uncatalogued "or an ally hold" half of the legend, with 489.1, 489.3, 489.5.c.1, 489.8.b, 489.8.c, 489.8.d, 469.1.a, 469.2, 315.1.b and 315.2.b.2 opened. The walk corrects the issue's claim that the clause doubles the trigger's frequency: the exhaust cost plus 315.1.b cap it at one activation per team round-trip. No change to class, quantities or steps.
Walked against Core Rules 2026-07-16