Combo · ALT WIN
Two Frisky Hunters and their Birds fill The Grand Plaza on turns two and three — seven units, no spell, for a turn-four Hold
Pieces
- The Grand Plaza ×1
OGN-293 · battlefield
When you hold here, if you have 7+ units here, you win the game.
- Frisky Hunter ×2
UNL-033 · engine · calm
When you play me, play a 1 Might Bird unit token with [Deflect] here. (Opponents must pay 1 Power of any domain to choose it with a spell or ability.)
Payoff
Deck
- Legend's Domain Identity includes Calm (103.1.b.3); The Grand Plaza is Colorless. Synthesized for Body/Calm (#496), the least-covered legend pair not yet worked, and walked with OGN-257 Blind Monk, with UNL-111 Determined Sentry (Body, E1) and VEN-043 Steel Paws (Calm, E1) as the two T1 bodies: Body/Calm is the only pair that can run both, six Energy-1 bodies.
- Seven units at the Plaza when your T4 Beginning Phase starts: three bodies, two Frisky Hunters and their two Birds.
Run play
Prerequisites
- NO SPELL, SO NO SPELL TAX: every card in the line is a unit, so VEN-045 Helm of Suppression ('Opponents' spells cost :rb_energy_1: more.'), which takes up-from-the-deep-flow-grand-plaza from T4 to T5, does nothing to it. Nor does a counterspell: there is no spell to counter, and the Bird comes from a trigger.
- THE CHEAPEST ANSWER IS STILL FREE: any ready enemy body in their base on their T3. Walked in docs/plays/2026-10-27-two-frisky-hunters-put-seven-on-the-plaza-by-turn-three-a-tank-raises-the-free-answer-to-three-might-and-their-six-still-kill-four.md against the Calm/Order Radiant Dawn deck: with UNL-036 Mutated Mouser ([Shield 2] [Tank], so 3 Might as a defender and lethal damage first, 814.1.c, 815.1.b) as the seventh unit, killing one of the seven costs 3 Might instead of 1, and the Ramhound and the Sunlit Guardian their T2 left in base still had 6: the Mouser and three 1-or-0-Might units died (465.2.c, 465.2.c.3, 142.4.b), and it was 3 to 3 after their T4. The two T1 bodies are 1 and 0 Might, and a 0-Might unit dies to 1 damage (142.4.b: lethal is a non-zero amount).
- THE ONE BOARD IT WINS ON: nothing of theirs ready in their base on their T3 (units at their own battlefield cannot reach the Plaza, 144.4.a, 144.4.b; units played on their T3 enter exhausted, 143.4), and no E1 removal spell. 383.2.a.1 counts the seven when the Hold happens.
- The cheapest spells, pool-wide, priced against the target: OGN-133 Flurry of Blades (Body, E1) deals 1 to every unit at battlefields and kills five of the seven, every unit but the two Hunters (the Mouser's [Shield] works only in combat, 814.1.d.1); OGN-169 Gust (Chaos, E1) returns a Hunter, the Mouser or a Determined Sentry, none of which has [Deflect]; a Bird or a Steel Paws costs one Power more (809.1.c, 809.1.b.3).
- TURN CLOCK: npm run adversarial -- --turns prints T4 against the Calm Hold baseline of T5. Two Hunters (E8) and three bodies priced at E1 each (VEN-043 Steel Paws, the cheapest Calm body) are eleven Energy against the six T1 and T2 afford, so the set completes on T3 and the Hold waits for T4. By hand: Get three of your units onto The Grand Plaza, two of them by the end of T2 and the third on T3. Two Energy-1 bodies on T1 (2 runes), they take the empty Plaza on T2 (316.8.b.1, 348.2.a.1) and a Hunter is played onto it (4), the second Hunter and a third body on T3 (6). Nothing in it costs Power. The clock does not model readying effects (#506); this line uses none.
- HOW OFTEN: castable by T3 going first in the share of games computed exactly in the play doc (six Energy-1 bodies, three Mutated Mouser, three Frisky Hunter in the 39-card draw pile, Tournament Rules 402.1), and 485.5 puts the Plaza in play one game in three.
- WEAKER IN CARDS THAN flurry-of-feathers-grand-plaza-win: five cards for the seven against that entry's four, and the Birds land on your own turn where a Flurry of Feathers lands after their last window. What it has that the Flurry does not is no Power and no spell. CORRECTED 2026-10-27 (#503): a Flurry of Feathers lands after their last window only if it is cast in the last Chain of their turn; flurry-of-feathers-grand-plaza-win casts it at the first Chain (331.1), and the opponent, who decides when a Chain or a Showdown exists, keeps the rest of that turn to Standard Move onto the Plaza and attack the seven (144.4.a). That entry is corrected and downgraded to candidate.
- FRAGILE ON T2 - ADDED 2026-10-27 (#503, from the #496 play's Leads). The two Energy-1 bodies that make this line castable by T3 are also why it breaks a turn early: at the end of your T2 the Plaza holds four units, the two T1 bodies (1 and 0 Might), a Frisky Hunter (3) and its Bird (1), and none of them has [Tank]. A single ready enemy body of 3 Might in their base on their T2 that attacks the Plaza kills three of the four, both T1 bodies and the Bird at 1 damage each (465.2.c, 465.2.c.3; a 0-Might unit dies to 1, 142.4.b), and leaves the Hunter alone; your T3 has six Energy, which adds at most four units (the second Hunter, its Bird and two Energy-1 bodies), five in all, so the T4 Hold does not win. The opponent in docs/plays/2026-10-27-two-frisky-hunters-put-seven-on-the-plaza-by-turn-three-a-tank-raises-the-free-answer-to-three-might-and-their-six-still-kill-four.md had that attack with Daring Poro and took their own battlefield instead; one who sees The Grand Plaza on your side may not.
Bodies no card supplies
Get three of your units onto The Grand Plaza, two of them by the end of T2 and the third on T3
Steps
- Bring The Grand Plaza as one of your three battlefields; 485.5 picks the one in play at random.
- T1: play two Energy-1 bodies to base. T2: they walk onto the empty Plaza and Conquer (144.4.a, 316.8.b.1, 348.2.a.1), and a Frisky Hunter is played straight onto it (355.2.a); its Bird is played 'here', the Plaza (359.3.f.1). Four units.
- T3: the second Frisky Hunter and its Bird, and a third body, all onto the Plaza: E4 + E2. Seven units.
- Their T3: all seven must survive it. A ready enemy body in their base kills a 1-Might unit per point of Might it attacks with (465.2.c, 465.2.c.3); a [Tank] unit must be killed first (815.1.b).
- T4 Beginning Phase: the Hold (315.2.b.2, 469.2) fires the Plaza, 383.2.a.1 counts the seven at that instant, and 195 gives you the game.
How it ends
you win the game at the T4 Hold, if all seven units are still at The Grand Plaza when your Beginning Phase starts
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
Walked here, in this project
- Play 2026-10-27 (docs/plays/2026-10-27-two-frisky-hunters-put-seven-on-the-plaza-by-turn-three-a-tank-raises-the-free-answer-to-three-might-and-their-six-still-kill-four.md), issue #496 2026-10-27 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.
SYNTHESIZED 2026-10-27 for #496, the second slice of shape 2 (identity-first) of #200: Body/Calm had four finishers and none clocked by T4. CANDIDATE, not verified: walked once as a game, going first, and in that walk it did not win on T4, because the opponent had ready bodies in base. Card text verbatim from data/corpus_flat.txt.
Walked against Core Rules 2026-07-16