RIFTCOMBO

Combo · ALT WIN

Herald of the Arcane + Heimerdinger + one Vanguard Armory — seven Recruits at the Grand Plaza for 1 Energy

4 cards · mind + order · verified

Pieces

Payoff

Win the game

Deck

Prerequisites

Steps

  1. Establish Control of The Grand Plaza (190.1, 466.5 — a battlefield you provide starts uncontrolled).
  2. Land Vanguard Armory (7 Energy + 1 Power; gear enters ready) and Heimerdinger, Inventor (3 Energy + 1 Power; he enters exhausted, 143.4).
  3. On the finishing turn, Awaken readies the Armory, Heimerdinger and the legend (315.1.b, 415.3.a).
  4. Main Phase: exhaust the Armory for three Recruits at the Plaza. Exhaust Heimerdinger, using his copy of that same ability, for three more.
  5. Pay 1 Energy and exhaust Herald of the Arcane for the seventh Recruit, played to the Plaza (355.2.a).
  6. Survive the opponent's turn with seven or more still there, then Hold in your Beginning Phase (315.2.b.2): the condition is met when the trigger is placed (383.2.a.1) and rule 195 gives you the game.

How it ends

win the game — seven units at The Grand Plaza on the next Hold, assembled in one Main Phase for 1 Energy — the 1 Energy is the finishing turn on a board already holding the Armory (E7 + 1 Order Power) and Heimerdinger (E3 + 1 Mind Power): 11 Energy + 2 Power for the whole board

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.

HAND-WALKED 2026-09-06 (docs/phase0/walks/2026-09-06-engine-payoff-walk.md). The near-duplicate question issue #155 asked the walk to settle is answered in prerequisites.notable[2]: distinct from grand-plaza-recruit-vanguard and plaza-armory-miss-fortune on cards, on domain identity and on cost, and it is the only Mind/Order route to the Plaza that needs a single Armory. Card text verbatim from data/corpus_flat.txt; 103.1.b.1/103.1.b.3/103.1.b.4, 103.4.c, 143.4, 144.2, 187.1, 190.1, 190.6.d, 195, 312.2.a, 315.1.b, 315.2.b.2, 355.2.a, 355.9.a.4, 377.2.b, 383.2.a.1, 415.3.a, 466.5, 485.4.a/485.5/486.5, 816.1.b and Tournament Rules 402.1 opened and read. Ban check: none of OGN-293, OGN-265, OGN-111 or SFD-168 carries a [BANNED marker, and none is a Signature card, so 103.2.d.2 forces no legend beyond the one this entry names. Trap check: no attack, so 807.1.d/383.4.e/461 never engage; no [Temporary], so 816.1.b never engages; no [Repeat]; no token recycled or reaching the trash (185, 186.1); no recall; a legend is not at a location (107.4.b), which is why its Recruit relies on 355.2.a rather than a 'here'. Depends on R30 = B being irrelevant rather than favourable, and on no open reading.

Walked against Core Rules 2026-07-16

Match a deck list against the whole catalogue