Combo · ALT WIN
Galio, Indefatigable holds The Grand Plaza from turn two and a Vanguard Captain makes three on turn three — eight units behind a seven-Might Tank 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.
- Galio, Indefatigable ×1
UNL-171 · enabler · order
[Deflect] (Opponents must pay 1 Power of any domain to choose me with a spell or ability.) [Tank] (I must be assigned combat damage first.) I don't deal combat damage.
- Pit Rookie ×1
OGN-136 · enabler · body
When you play me, buff another friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
- Vanguard Captain ×1
OGN-218 · engine · order
[Legion] — When you play me, play two 1 Might Recruit unit tokens here. (Get the effect if you've played another card this turn.)
Payoff
Deck
- Legend's Domain Identity includes Body and Order (103.1.b.3): the Rookie is Body, Galio and the Captain are Order, The Grand Plaza is Colorless. Synthesized for Body/Order (#529), the least-covered legend pair not yet worked, and walked with OGN-269 The Boss and UNL-111 Determined Sentry (Body, E1, the one unit at Energy 1 or less in either domain) as the three bodies.
- Two Order runes among the six you channel by T3, one of them among the first four: Galio's and the Captain's Power are each a recycled Order rune (164.2.b.1). With six Order runes of twelve that fails in 5.63% of games, with eight in 0.20%, and with twelve never; the line pays no Body Power.
Run play
Prerequisites
- EIGHT UNITS FROM SIX CARDS: going first you have seen seven cards by T3 and the line uses six of them, because Vanguard Captain is three units for one card once another card has been played that turn (812.1.c). Two Sentries on T1 (E2); on T2 they walk onto the empty Plaza and Conquer, then Galio (E3 + 1 Order Power) and the third Sentry (E1) go onto it (E4); on T3 the five runes left give five Energy for Pit Rookie (E2, buffing Galio) and the Captain (E3 + 1 Order Power). 11 Energy and 2 Order Power, and both Powers are runes that have already paid their Energy (164.2.b), so the cost of each is a rune fewer on later turns, not Energy now.
- KILL PRICE (#503): 8 Might at the end of your T3 (6 at the end of your T2). Eight units means two have to die before the Hold, and the first must be Galio, [Tank] (815.1.b, 815.1.c.2), 6 + 1 (the Rookie's buff, 703); the second is the cheapest, a 1-Might Sentry or Recruit: 7 + 1 = 8. Walked in docs/plays/2026-10-31-galio-is-a-six-might-tank-for-three-energy-and-a-vanguard-captain-makes-three-so-eight-hold-the-plaza-and-their-six-kill-nothing.md against the Calm/Order Radiant Dawn deck of the four earlier Plaza slices: their two 3-Might attackers bring exactly 6, all of it must go to Galio, he survives it, both of theirs die, and the T4 Hold sees eight and wins. The first identity-first Plaza walk that wins on T4.
- GALIO DEALS NO COMBAT DAMAGE and that costs the defence nothing here: the other seven bring 1 + 1 + 1 + 2 + 3 + 1 + 1 = 10, which kills both walked attackers (465.2.c, 815.1.b on their Sunlit Guardian).
- THE CHEAPEST SPELLS, pool-wide, priced against the target: OGN-133 Flurry of Blades (Body, E1) deals 1 to all units at battlefields and kills the three Sentries and both Recruits; OGN-268 Bullet Time (Body/Chaos, E1 + 1 Power of any domain) does the same to your units at the Plaza alone. The cheapest break of all is single-target and in the walked opponent's own identity: OGN-043 Charm (Calm, E1 + 1 Calm, and 1 Power more for [Deflect], 809.1.c) moves Galio off the Plaza in their Main Phase, the seven left have no [Tank], and 1 Might of attack takes them to six; VEN-148 Shadow Dash (Calm/Order) does the same to a battlefield where they have units. Without the Tank's removal, two Gusts or two Blood Moneys are needed, since neither can choose Galio by Might (6, 7 buffed). Calm/Order has no spell at Energy 3 or less whose text affects all units at a battlefield or two units (the play's section 5 states the search); the walk wins because its hand held no Charm.
- NO SPELL IN THE LINE: VEN-045 Helm of Suppression, which moved the slice-1 and slice-3 Plaza lines to T5, taxes only spells. The Helm does nothing here.
- TURN CLOCK: npm run adversarial -- --turns prints T4 against the Body/Order Hold baseline of T5. It prices Galio (E3), the Rookie (E2), the Captain (E3) and three bodies at E1 each (UNL-111 Determined Sentry, the cheapest Body body): eleven Energy, which completes on T3. The hand count agrees on the parts and the turn. The line uses no readying effect, no readying rune (#513), no refused rune readier (#523), no [Accelerate] (#517), no [Hidden], no legend [Add] and no fourth copy of a body (#528), and no Weaponmaster (#530) or Dragon (#532), so none of the clock's open gaps moves it.
- HOW OFTEN: eight units at the Plaza by the end of T3 going first, Galio among them, in 0.0116% of games with three each of Determined Sentry, Galio, Indefatigable, Vanguard Captain and Pit Rookie in the 39-card draw pile (Tournament Rules 402.1), computed exactly over ordered draws and every way to spend 2, 4 and 5 or 6 Energy, mulligan and runes ignored; 0.0030% with the Rookie's buff on Galio (the walked board, kill price 8); seven with Galio (kill price 6, or 7 buffed) in 0.4405%; seven in any form in 1.5631%. 485.5 puts the Plaza in play one game in three.
Bodies no card supplies
Get two of your units onto The Grand Plaza by the end of T2 and a third onto it on T2 or T3
Steps
- Bring The Grand Plaza as one of your three battlefields; 485.5 picks the one in play at random.
- T1: play two Determined Sentry to base. T2: they walk onto the empty Plaza and Conquer (144.4.a, 316.8.b.1, 348.2.a.1); Galio, Indefatigable is played straight onto it (355.2.a), its Order Power from a rune exhausted for the Energy and then recycled (164.2.b), and the third Sentry joins it. Four units; one kill costs 6 Might.
- T3: Pit Rookie (E2, its buff on Galio), then Vanguard Captain (E3 + 1 Order Power, a second recycled rune), whose [Legion] is on because the Rookie was played first (812.1.c): the Captain and two Recruits. Eight units at the Plaza; two kills cost 7 + 1 = 8 Might.
- Their T3: seven of the eight must survive it. An attack has to assign Galio lethal damage before any other unit (815.1.b, 815.1.c.2).
- T4 Beginning Phase: the Hold (315.2.b.2, 469.2) fires the Plaza, 383.2.a.1 counts the units at that instant, and 195 gives you the game.
How it ends
you win the game at the T4 Hold, if seven or more of the eight 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 2026-10-31 (docs/plays/2026-10-31-galio-is-a-six-might-tank-for-three-energy-and-a-vanguard-captain-makes-three-so-eight-hold-the-plaza-and-their-six-kill-nothing.md), issue #529 2026-10-31 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 2026-10-31 for #529, the fifth slice of shape 2 (identity-first) of #200: Body/Order had seven finishers and none clocked by T4 (its one T4 ALT_WIN, vanguard-captain-manufactor-plaza, is mono-Order with no Tank, so two kills cost 2 Might). CANDIDATE, not verified: walked once as a game, going first, and in that walk it won on T4, because the opponent's 6 Might ready in base could not finish Galio. Card text verbatim from data/corpus_flat.txt.
Walked against Core Rules 2026-07-16