Combo · ALT WIN
The Grand Plaza + Recruit the Vanguard — seven units, win
Pieces
- The Grand Plaza ×1
OGN-293 · battlefield
When you hold here, if you have 7+ units here, you win the game.
- Recruit the Vanguard ×2
OGS-015 · enabler · order
[Action] (Play on your turn or in showdowns.) Play four 1 Might Recruit unit tokens. (They can be played to your base or to battlefields you control.)
Payoff
Deck
- Mono-Order: any Order legend. The Grand Plaza is domainless.
Prerequisites
- The Grand Plaza must be the battlefield in play — random in Duel (1 of 3), chosen in Match.
- Survive one opponent turn with 7+ units on it.
- Eight Recruits from two Vanguards, and the spell's own reminder text permits a battlefield you control as the destination, so all eight can land on the Plaza. Seven is the bar, so one may die.
- The Recruits carry no Temporary, so 816.1.b never touches them and they are still there for the Scoring Step (315.2.b), where the Hold and rule 195 do the rest. The instant that matters is exact: 383.2.a.1 makes the Plaza's 'if you have 7+ units here' part of the TRIGGER CONDITION rather than the effect, because it sits immediately after 'When you hold here', and 383.2.c evaluates the Condition once the Hold has been processed. So the seven are counted at the Hold, not at the win effect's resolution - and 383.2.a.1's own Sona, Harmonious example adds that a body removed afterwards, in reaction to the triggered ability, does not undo it.
- The Plaza is symmetric: "When YOU hold here" reads for whoever holds it, so an opponent parking seven units on it wins the same way. A Plaza you cannot hold is a liability, not a dead card.
- UNL-077 Soul Shepherd (Mind, "Your token units have +1 Might") adds no bodies but doubles what the opponent must spend to clear them: 143.2.a + 465.2.c.3 make seven 1-Might Recruits cost 7 damage and seven 2-Might Recruits cost 14. He is Mind, so he narrows an all-Order line to Mind/Order (#161, 2026-09-06). CORRECTED 2026-10-27 (#503): those totals price a full clear, and a full clear is not what stops the Plaza. It needs 7 units at the Hold (383.2.a.1), so against seven the opponent kills one and picks which (465.2.c, 465.2.c.3; with no [Tank] nothing orders the assignment, 465.2.c.6): the Shepherd raises that price from 1 damage to 2, not from 7 to 14. The doubling stands; the totals do not.
- 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.
- OPPONENT BOARD AND KILL PRICE - ADDED 2026-10-27 (#503). THE BOARD IT WINS ON: nothing of theirs that can reach the Plaza with 2 or more Might of attackers on their own turn. Seven of the eight must survive their whole turn, because 383.2.a.1 counts them when the Hold happens in your next Beginning Phase (315.2.b.2); a unit of theirs that was ready in their base after their Awaken can Standard Move to the Plaza (144.2, 144.4.a), a unit at their own battlefield cannot (144.4.a, 144.4.b) unless it has Ganking (144.4.c.1), and a unit they play that turn enters exhausted (143.4) unless it has [Accelerate]. None of the eight Recruits has [Tank] or [Backline], so nothing orders the damage assignment (465.2.c.6). THE KILL PRICE: the line builds eight Recruits (187.1), so the attacker has to kill 8 - 6 = 2 of them, and two 1-Might Recruits die to 2 damage (465.2.c, 142.4.b, 143.2.a): one ready enemy body of Might 2, or two of Might 1, that attacks the Plaza leaves six and the Hold does not win. It is 2 damage, not 8.
Bodies no card supplies
Control The Grand Plaza
Steps
- Control The Grand Plaza. Resolve Recruit the Vanguard placing the Recruits there (twice, or with other token makers) until 7+ units are present.
- Hold at your Beginning Phase: you win the game (rule 195).
How it ends
win the game
Sources
Published elsewhere
Walked here, in this project
- Phase 0 hunt, entry A-03 2026-09-02 record
- REFUTE pass 2026-09-03 2026-09-03 record
- Hand walk, 2026-09-04 — full pass against Core Rules 2026-07-16 2026-09-04 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.
REFUTE 2026-09-03: SURVIVES. REFUTE 2026-09-03: the Plaza must already be yours (Vanguard plays 'to your base or to battlefields you control'); two Vanguards in one turn is 12 Energy, the whole Rune Deck; a lone 6-Might attacker on their turn leaves two Recruits. HAND-WALKED 2026-09-04 (docs/phase0/walks/2026-09-04-three-alt-win-and-burst.md), promoted to verified. Depends on no unruled reading: OGN-293 instructs the win and 195 grants it, OGS-015 explicitly permits battlefields you control, and the Recruits are not Temporary.
Walked against Core Rules 2026-07-16