RIFTCOMBO

Combo · ALT WIN

Heimerdinger copying the Vanguard Armory — ten bodies at the Plaza for one Armory

3 cards · order + mind · verified

Pieces

Payoff

Win the game

Deck

Prerequisites

Steps

  1. Establish Control of The Grand Plaza. A battlefield you provide starts uncontrolled (190.1): walk a body in, 190.3.a.1 applies Contested, 344.2 stages the Showdown, 348.2.a establishes Control and 348.2.a.1 makes it a Conquer worth 1 point.
  2. Big turn: play the Vanguard Armory for E7 + 1 Order Power. Gear is not a unit, so 143.4 does not exhaust it — activate it the same turn for three 1 Might Recruits, played to the Plaza (its own reminder text plus 355.2.a).
  3. Same turn: play Heimerdinger, Inventor for E3 + 1 Mind Power to the Plaza. He enters exhausted (143.4) and cannot use a copied exhaust ability yet. Four units at the Plaza.
  4. Next Main Phase: 315.1.b has readied both. Exhaust the Armory for three Recruits, then exhaust Heimerdinger for three more off his copy of the same ability. Ten units at the Plaza.
  5. Survive the opponent's turn with at least seven of the ten still there.
  6. Your Beginning Phase: 315.2.b.2 Holds the Plaza, the Trigger Condition finds 7+ units here (383.2.a.1) and rule 195 wins the game.

How it ends

win the game on the second Hold after the Armory lands — ten bodies against a bar of seven, for 10 Energy and 2 Power across two Main Phases

Sources

Published elsewhere

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.

HAND-WALKED 2026-09-06 (docs/phase0/walks/2026-09-06-finisher-feeders.md §1), issue #161. Card text verbatim from data/corpus_flat.txt. Citations opened: 053.1, 103.1.b.2, 103.4.c, 143.4, 144.2, 190.1, 190.3.a.1, 195, 315.1.b, 315.2.b.2, 344.2, 348.2.a, 348.2.a.1, 355.2.a, 383.2.a.1, 465.2.c.3, 469.2, 485.4.a, 485.5, 486.5, 487.5. This is the ALT_WIN written out of a catalogued ENGINE that already pointed at it: heimerdinger-vanguard-armory-recruits says in its own terminatesIn that it wins through a Grand Plaza hold. It supersedes nothing — plaza-armory-miss-fortune stays, because Miss Fortune's ready is a third activation in ONE turn where this is two activations every turn — but it reaches the same ten bodies for 10 Energy and 2 Power against that entry's 19 and 3. Trap check: no attack beyond the ordinary Showdown Conquer that takes the Plaza, so the empty-battlefield trap does not arise (344.2 opens a Showdown, not a Combat); no [Repeat]; nothing is [Temporary], so 816.1.b never fires; the Recruits are tokens and nothing recycles them (185, 186.1); no recall; 167 is not touched. Depends on no unruled reading, and explicitly NOT on R30, which the Armory's text does not engage.

Walked against Core Rules 2026-07-16

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