Combo · ENGINE
Vanguard Armory renews Lillia's wall every turn — three Tank bodies and +3 Might, and 815.1.c.2 is why nothing else of yours can be assigned damage
Pieces
- Lillia, Protector of Dreams ×1
UNL-058 · payoff · calm
When you play a token unit, give me +1 Might this turn. Your token units have [Tank]. (They must be assigned combat damage first.)
- Vanguard Armory ×1
SFD-168 · engine · order
Exhaust: Play three 1 Might Recruit unit tokens. (You may play them to different locations.)
Payoff
Deck
- Calm + Order: Lillia is mono-Calm and Vanguard Armory mono-Order (103.1.b.3 admits each alone), so the legend must hold both and the pool prints exactly four names — OGN-261 Radiant Dawn, SFD-197 Emperor of the Sands, UNL-195 Green Father and VEN-147 Eye of Twilight (103.1.b.2).
- Neither card is banned or restricted in either format, and neither is a Signature card.
- Lillia has to stand where the tokens are wanted; her grant is 'Your token units have [Tank]', which is board-wide, but the +1 Might is on her and expires at the end-of-turn Cleanup (317.2.c).
Prerequisites
- WHAT [Tank] ACTUALLY DOES, AND WHY IT IS A DOUBLE-EDGED GRANT. 815.1.c.2: 'If more than one unit with Tank is present with the same controller in Combat, damage may be assigned to any of them. Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them.' Three 1-Might Recruits therefore soak exactly 3 of the attacker's summed Might (465.2.c, 465.2.c.4 forbidding more than the minimum needed) and NOTHING else of yours may legally be assigned a point of damage until they are all dead. That is the wall — and it is also why every one of them dies every combat.
- ANTI-SYNERGY, STATED SO IT IS NOT REDISCOVERED. Because the tokens must be killed first, Lillia is anti-synergic with the whole Grand Plaza family, whose seven bodies have to SURVIVE the opponent's turn. Do not put her in a Plaza list. Same finding the #159 pass recorded for Flurry of Feathers under Lillia; it applies to any token faucet under her.
- ARITHMETIC WITH THE QUANTITIES DECLARED. One Armory activation is three tokens played, so Lillia's trigger fires three times: +3 Might on her this turn (a 7-Might body), three [Tank] Recruits, and the Armory's own exhaust is handed back at your next Awaken (315.1.b). Cost per turn after setup: zero cards, zero Energy, zero Power. Setup is 5 Energy for Lillia and 7 Energy + 1 Order Power for the Armory.
- WHY THIS IS NOT THE FLURRY OF FEATHERS ENTRY AGAIN. lillia-flurry-of-feathers-tank-wall is three one-shot spells at [Reaction] speed making four [Deflect] Birds; the wall exists on the turn you cast it and never again, and the +4 Might is a single spike. This is a permanent per-turn faucet: fewer bodies (three, not four), no [Deflect], but it renews itself every turn for the rest of the game and the tokens can be split across locations, which the Armory says outright.
- THE TOKENS ARE UNITS AND THEY ENTER EXHAUSTED. 185.2.b ('Token units have a Might') and 185.2.d ('Tokens have a type. They follow all rules for their type') make them real bodies for combat; 143.4 makes them enter exhausted, so a Recruit played to a battlefield cannot move again that turn and one played to your base cannot walk until your next turn. Place them where they are needed as they are played.
- AND THEY NEVER COME BACK. 186.1: a token put into any Non-Board Zone besides the Chain ceases to exist. So nothing reanimates a dead Recruit, and 185 with 416.1 keeps them out of every 'recycle a card' cost. The wall is rebuilt by the Armory, never recovered.
Steps
- Play Lillia, Protector of Dreams (5 Energy) and walk her to the battlefield you intend to defend.
- Play Vanguard Armory (7 Energy + 1 Order Power).
- Each turn, exhaust the Armory and play three 1 Might Recruit tokens, placing them at the battlefield Lillia is defending.
- Lillia's trigger fires once per token played: +3 Might on her this turn, and all three Recruits have [Tank] from her static.
- In the opponent's combat, 815.1.c.2 forces every point of their assigned damage onto the three Recruits until all three have lethal damage; Lillia and anything else of yours there cannot legally be assigned damage before that.
- The Recruits die; the Armory readies at your next Awaken (315.1.b) and rebuilds the wall for nothing.
Per iteration
three [Tank] bodies and +3 Might on Lillia every turn, for zero cards and zero mana after setup
How it ends
engine only — three tokens and +3 Might a turn, unbounded in turns, and the Might expires every end-of-turn Cleanup (317.2.c); nothing here scores, and the wall costs the opponent 3 damage a combat and no more
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
- Hand walk 2026-09-07 2026-09-07 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.
HAND-WALKED 2026-09-07 (issue #168, matrix group 20, play-token-unit x UNL-058). Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b.2, 103.1.b.3, 143.4, 185, 185.2.b, 185.2.d, 186.1, 315.1.b, 317.2.c, 416.1, 465.2.c, 465.2.c.4, 815.1.c.2. Distinct from lillia-flurry-of-feathers-tank-wall on both numbers and shape: three one-shot Reaction spells versus a permanent per-turn faucet, four [Deflect] Birds versus three splittable Recruits. The anti-synergy with the Grand Plaza family is restated here so a deckbuilder meets it on Lillia's own row. Ban check: neither card is banned or restricted. Trap check: [Tank] is priced as a cost (the tokens die every combat) as well as a benefit; the tokens enter exhausted (143.4); 186.1 keeps them out of the trash; the Might expires (317.2.c); no unruled reading.
Walked against Core Rules 2026-07-16