Combo · ENGINE
Temptation under Marai Spire — two enemy units relocated for three Energy
Pieces
- Temptation ×1
SFD-129 · payoff · chaos
[Repeat] 2 Energy (You may pay the additional cost to repeat this spell's effect.) Move an enemy unit to a location where there's a unit with the same controller.
- Marai Spire ×1
SFD-211 · battlefield
While you control this battlefield, friendly [Repeat] costs cost 1 Energy less.
Payoff
Deck
- Any legend with Chaos in its pair (103.1.b.3) — Marai Spire is colourless.
Prerequisites
- EXACTLY ONE EXTRA EXECUTION, AND THE ENTRY WILL NOT PRETEND OTHERWISE. 820.1.b: 'Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time.' A second time, not repeatedly. So Temptation moves at most two enemy units per cast, and 820.2.a lets the second choice differ from the first — three copies (103.2.b) is six relocations a game.
- The Spire takes the Repeat from 2 Energy to 1 (820.1.c.1 makes it an Additional Cost paid during the steps of playing the spell), so two relocations cost 3 Energy rather than 4. That is a 25% discount on the whole line, which matters because the line's job is to be affordable in the same Main Phase as the body that walks in afterwards.
- THE DESTINATION CLAUSE IS A REAL RESTRICTION: 'a location where there's a unit with the same controller' means you may only move an enemy body to somewhere that opponent ALREADY has a unit. You are consolidating their army, never scattering it — so this empties a battlefield only when their remaining bodies elsewhere give you a legal destination.
- AND EVACUATING IS NOT YET A CONQUER, which #102 had to correct. 323.6 only STRIPS their Control when their last body leaves; nobody gains it, and 170.11.c then makes the battlefield open — 'unoccupied and uncontrolled', both conditions. The point needs a body of yours walking in during the Main Phase (144.4.a) → Contested (190.3.a.1) → Showdown (344.2) → 348.2.a → 348.2.a.1, and it does score that same turn.
- It is cheap enough to be the follow-up rather than the whole turn: 3 Energy for the evacuation leaves the Main Phase free for the walk-in and for whatever garrisons the battlefield afterwards, which is the difference between this and moonlight-affliction-tricksy-tentacles-evacuation at 11 Energy.
- A battlefield you bring starts UNCONTROLLED (190.1) and its 'you' is blanked until you take it (190.6.d), so the discount is not free — walking a body onto the Spire and establishing Control is part of the cost. 485.4.a puts only one of your three into play, randomly in Duel (485.5) and Skirmish (487.5), and 103.4.c plus Tournament Rules 402.1 forbid three copies to force it.
- A BLOODLESS CONQUER IS NOT A FAIT ACCOMPLI, AND 46 OF THE 47 ENTRIES CITING 344.2 DID NOT SAY SO (added 2026-09-12, #187 batch 25). **316.8.b.1.a**: during a Non-Combat Showdown *"units controlled by a different player may become present at the Battlefield where the Showdown is"*, which converts it to a COMBAT Showdown in the following cleanup - so the opponent can turn your uncontested walk-in into a fight. 316.8.c is the permission (a Showdown is a Window of Opportunity for [Action] and [Reaction] cards). **The answer set is THREE CARDS, swept on the ACTOR rather than on the destination**: `OGN-173 Ride the Wind` (Chaos, E2+1), `OGN-262 Zenith Blade` (Calm/Order, E3+2) and `SFD-184 Relentless Pursuit` (Fury/Body, E2+1) - twelve printings move a friendly unit, and nine of them send it to base or need a body already there. They span three identities, so **no identity is safe**; and `OGN-262 Zenith Blade` is the worst to walk into, because it STUNS your body on the way in, and 423.1.b removes a stunned unit`s contribution to the damage step while 423.1.c keeps its full Might as the price to kill it - one 3-Energy card takes the unit and the battlefield. **[Ambush] is not a fourth answer**: 822.1.b needs a battlefield where the player already has units, and the defining feature of that board is that they have none there. **THE REMEDY IS A COUNTERSPELL, AND A FIRST VERSION OF THIS NOTABLE SAID SOMETHING FALSE THAT IS WITHDRAWN HERE (corrected within the hour, 2026-09-12).** It said that because all three answers are [Action] and 358.4 admits an Action card only as the card that CLOSES the state, the attacker - who holds Focus by 345 and priority by 335.1 - could shut them out by playing any cheap Action card first. Every step is true and the conclusion is false, because **a Showdown is a LOOP, not a single window**: 346 - *"When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority"* - with 347.1.b and 347.2.a. Closing the state buys a lock-out lasting exactly that CHAIN; when it resolves the Showdown reopens, Focus passes TO THE DEFENDER, and they play their answer into an open Showdown after all. **The real sequence**: walk in, take Focus, **PASS** (acting first gains nothing); they play the answer, which closes the state as it is played; **you COUNTER it**, since 358.4`s other half now admits only [Reaction] and all eleven of the pool`s counters are Reaction, and 425.1.c refunds them nothing; all players then pass in sequence, 347.2.a ends the Showdown, and 348.2.a with 348.2.a.1 give you Control and the Conquer. The cheap counter is `OGN-045 Defy` (Calm, E1 + 1 Power, *"counter a spell that costs no more than 4 Energy and no more than one rainbow"*), which covers all three answers; `OGN-064 Wind Wall` is the unconditional one. **So the protection narrows to pairs containing CALM** - it is not the one-Energy insurance any deck can buy.
Bodies no card supplies
Control Marai Spire (190.1: walk a body on and take it, 190.6.d blanks its text until you do) TWO, NOT ONE: the body HOLDING this battlefield cannot be the body that walks into the second. 144.4.a and 144.4.b confine the Standard Move to base-to-battlefield and back, and 144.4.c.1 makes battlefield-to-battlefield a `[Ganking]` privilege this line does not name — so the walker must come from the BASE while the holder stays put, and for a Hold line the holder must stay or 323.6 strips the Control the Score is paid on (corrected 2026-09-13, #200).
Steps
- Control Marai Spire (190.1: walk a body on and take it, 190.6.d blanks its text until you do).
- Pick the battlefield you intend to take, and check the opponent has a unit somewhere else — Temptation needs a destination where they already have a body.
- Cast Temptation for 2 Energy and pay the [Repeat] for 1 (2 less the Spire's discount, 820.1.c.1): two enemy units move, and 820.2.a lets the second choice differ.
- If that was their last body there, the Cleanup strips their Control (323.6) and 170.11.c makes the battlefield open.
- Walk a friendly unit in the same Main Phase (144.4.a). 190.3.a.1 Contests it, 344.2 opens the Showdown at the next Cleanup, 348.2.a establishes Control and 348.2.a.1 makes it a Conquer — no combat, no damage, no Attacker designation.
How it ends
engine — a bloodless Conquer for 3 Energy, six relocations a game
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rule marai-spire-repeat-discount 2026-09-06 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.
AUTHORED 2026-09-06 from issue #160. SFD-129 was an uncatalogued partner of marai-spire-repeat-discount (20 partners, 3 entries). Card text verbatim from data/corpus_flat.txt; 103.2.b, 103.4.c, 144.4.a, 170.11.c, 190.1, 190.3.a.1, 190.6.d, 323.6, 344.2, 348.2.a, 348.2.a.1, 485.4.a, 820.1.b, 820.1.c.1 and 820.2.a opened in the Core Rules file. No unruled reading. Two corrections from earlier walks are applied rather than re-derived: #97's ([Repeat] gives EXACTLY one extra execution, so these are not uncapped engines) and #102's plus #146's (evacuating strips Control but grants none, and 170.11.c requires both conditions).
Walked against Core Rules 2026-07-16