Combo · ALT WIN
The Grand Plaza under the loop — seven ready Recruits, then Time Warp
Pieces
- The Grand Plaza ×1
OGN-293 · payoff
When you hold here, if you have 7+ units here, you win the game.
- Forge of the Future ×1
OGN-212 · engine · order
When you play this, play a 1 Might Recruit unit token at your base. Kill this: Recycle up to 4 cards from trashes.
- Renata Glasc, Industrialist ×1
SFD-171 · enabler · order
Your tokens enter ready.
- Time Warp ×1
OGN-122 · enabler · mind
Take a turn after this one. Banish this.
Payoff
Deck
- Legend domains cover Mind and Order.
Prerequisites
- The Grand Plaza in play (random 1 of 3 in Duel, chosen in Match).
- Every pass's Shadow's Call must target Ekko, not a Recruit: 816.1.b kills [Temporary] permanents at the start of the Beginning Phase BEFORE scoring, which is exactly when the Plaza counts.
- The Plaza's 'if you have 7+ units here' sits immediately after the When clause, so 383.2.a.1 makes it part of the Trigger Condition and 383.2.c evaluates it at the instant of the Hold: all seven must already be standing there when the Scoring Step arrives, and a body that arrives from the same Hold would not count. The opponent still gets priority windows on both turns even though Time Warp denies them a turn. The loop is unbounded, so overshoot the seven.
- 1 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS, AND THE BODIES ARE TOKENS SO NO uses[] ROW SHOWS IT. OGN-133 Flurry of Blades is body, 1 Energy: "[Reaction] (Play any time, even before spells and abilities resolve.) Deal 1 to all units at battlefields.". This line's garrison is Recruit tokens, whose Might is fixed by rule 187 (Recruit 1) rather than by any card in uses[] - which is why no ingredient row warns you. 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 1 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. THE IDENTITY DOES HOLD AN ANSWER: OGS-013 Garen, Commander +1, SFD-089 Rumble, Scrapper +1 (Mech bodies only), UNL-077 Soul Shepherd +1 (token bodies only) - a permanent, garrison-wide +Might is the only thing that lifts every body at once, since a single-target pump is useless against a sweep that hits all of them. (A battlefield-based protection is NOT available here, because this line already requires a battlefield: 485.4.a gives each player three and "Only 1 will be used, chosen during setup", and 103.4.c forbids duplicate names, so two of your own battlefields never share a board.) WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
- THE E10 + 4 POWER ENABLER SITS IN THE ONE WINDOW THE RULES GUARANTEE (added 2026-09-13, #200). **359.3.c**: *"Other players have an opportunity to play Reactions before the resolution of spells."* A UNIT or GEAR payoff never gets that window — 337.2 sends it straight to Step 4 Resolve — and a BATTLEFIELD payoff is not removable at all (170.3, 170.4). A SPELL is the one thing the process stops for, and **425.1.c** with **425.1.c.1** refunds nothing. `OGN-122 Time Warp` at **E10 + 4 Power** is the largest single cost any finisher in this catalogue pays, all of it spent before a counter resolves. Eleven counters exist, every one `[Reaction]`, Calm printing five, and only `OGN-045 Defy` and `VEN-152 Rebuttal` are priced out by Time Warp's own cost. THE CONTRAST WITH THE REST OF THIS LINE IS THE POINT: its win condition is `OGN-293 The Grand Plaza`, a BATTLEFIELD, which 170.3 and 170.4 put beyond removal entirely and 185.2.e beyond recycling — so the Time Warp is the only link in the whole line an opponent can answer at all, and it is answered in a window the rules create rather than one they have to find.
- OPPONENT BOARD AND KILL PRICE - ADDED 2026-10-27 (#503). THE BOARD IT WINS ON: any board of units. Time Warp (OGN-122, 'Take a turn after this one.') makes the next turn yours, so the Hold is in the Beginning Phase of that extra turn (315.2.b.2) and the opponent never has a turn of their own in which to Standard Move a unit onto the Plaza (144.4.a); no combat reaches the seven, so there is no N - 6 to price. What they can still do is play a [Reaction] before Time Warp resolves (359.3.c), or an [Action] or [Reaction] in a Showdown on your turn (316.8.c). A sweep there prices the Recruits by Might, not by count: OGN-133 Flurry of Blades (Body, E1, [Reaction], 'Deal 1 to all units at battlefields.') kills every 1-Might Recruit (187.1) at once, however many the loop made.
Steps
- Run the loop, pointing each pass's Shadow's Call at Ekko and resolving it before Sacrifice, so no Recruit is ever marked [Temporary]. Each pass is +1 clean Recruit, and Industrialist makes them enter ready (143.4.a).
- Loop to seven or more Recruits, then Standard-Move them all to the Grand Plaza as ONE action (144.3) so the showdown stages once instead of after each body.
- Win the showdown and establish Control. That is a Conquer (469.1), not a Hold - which is why the Plaza has not paid yet.
- Cast Time Warp (10 Energy, 4 Power; the Power comes from the infinite-Power line). Without the extra turn the opponent gets a whole turn to clear the battlefield before your next Beginning Phase. CORRECTED 2026-10-27 (#503): clearing is more than that turn would need; one kill of seven 1-Might Recruits leaves six (465.2.c, 465.2.c.3, 187.1), 1 damage.
- Extra turn, Scoring Step of the Beginning Phase (315.2.b.2): you hold the Plaza with 7+ units, so you win (195, 196). That is two steps before the Draw Phase (315.4), so no card need be left in the deck.
How it ends
win the game
Sources
Walked here, in this project
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.
Frame hand-walked 2026-09-04 (docs/phase0/walks/2026-09-04-divide-and-plaza.md). 195, 143.4.a, 315.2.b.2 vs 315.4, 469.1/469.2/470, 144.3 and 186.1 all check out. The previous REFUTE worry about leaving a card for the extra Draw Phase is void: the win resolves at the Scoring Step, two steps earlier. The real obstacle was that the loop's Shadow's Call marks a friendly unit [Temporary] every pass, which would hold the surviving body count constant - solved by resolving Shadow's Call on Ekko before Sacrifice kills him, so the mark is discarded with the unit. Depends on R25 = A (ruled) and on no unruled reading.
Walked against Core Rules 2026-07-16