Combo · ENGINE
A stun you applied on your own turn is cleared at your own cleanup - so the discount and the body are the same turn or nothing
Pieces
- Monch ×3
UNL-035 · payoff · calm
If an opponent controls a stunned unit, I cost 2 Energy less and enter ready.
- Skyward Strike ×3
UNL-038 · engine · calm
Move an enemy unit. [Level 6][>] [Stun] an enemy unit. (While you have 6+ XP, get the effect. A stunned unit doesn't deal combat damage this turn.)
Payoff
Deck
- Both cards are mono-Calm, so 103.1.b.3 admits any legend with Calm in its pair.
- Neither card is banned or restricted in either format, and neither is a Signature card.
- 6 XP banked and never spent, for Skyward Strike's stun half: 824.1.d makes the Dependent Ability Inactive as soon as the counter drops below six, and 730.2 is what any spend does.
Prerequisites
- THE WINDOW IS ONE TURN AND THE RULE SAYS WHICH ONE. 423.1.a.2: 'Stunned Units lose the Stunned status during step 3d of the end of turn cleanup' - the cleanup of the turn in which they were stunned. So a stun you apply in your own Main Phase is gone by your next turn, and the Monch has to be played in the SAME Main Phase to see it. 423.1.a.1 ('A Stunned Unit can not be Stunned again') is the other half: a second Skyward Strike aimed at the same body does nothing.
- WHAT THE DISCOUNT IS ACTUALLY WORTH, AND IT IS TWO THINGS. 'Costs 2 Energy less' takes a six-drop to four - 356.4.b covers a card that 'costs [amount] less' and 356.6 floors it - and 'enter ready' overrides 143.4 ('Units enter the Board exhausted') so 144.2's Standard Move cost is available at once. A 6 Might body that contests a battlefield on the turn it lands is worth more than the two Energy; 415.1 is why it is worth exactly one turn and no more, since 'enters ready' is a play-time property and never hands an exhaust back later.
- THE STUN ITSELF BUYS ALMOST NOTHING, WHICH IS WHY THIS ENTRY IS ABOUT THE DISCOUNT. 423.1.b removes a stunned unit's contribution to the combat damage step but 423.1.c keeps its full Might as the price to kill it - so a stun never cheapens removal. Read Skyward Strike's stun as the KEY to the Monch, not as a combat trick; its own always-on half is the move, which 449 makes an effect Move with only the source's restrictions.
- AND THE MOVE HALF IS THE ONE THAT IS ALWAYS LIVE. 'Move an enemy unit' with no destination named is 449 and 449.1; note that dragging an enemy body onto a battlefield you control makes THEM the Attacker on your own turn, because 190.3.a.1 and 450 key Contested on the moved unit's CONTROLLER and 464.2.c.1 makes that player the Attacker - the trick blitzcrank-ezreal-dashing-forced-defence is built on. Skyward Strike is a second, cheaper way to set it up.
- THE XP GATE IS THE SAME FORK THIS CATALOGUE KEEPS FINDING. 824.1.d re-evaluates continuously, so a Skyward Strike drawn at 0 XP simply has no stun half that turn and gains one later - unlike a [Level] rider on a play trigger, which is spent for good. mosstomper-wuju-apprentice-xp-calm-ladder is where the Calm ladder is walked, and [Hunt 2] on two held battlefields reaches six in two Beginning Phases.
- WHAT IT IS NOT. Nothing here scores; 469 defines Scoring as Conquer or Hold. And the Monch's condition reads 'an opponent controls a stunned unit', so an opponent who simply has none - because you have no stun, or theirs died - leaves it a six-drop that enters exhausted.
- THE BANKED 6 XP IS A REQUIREMENT THIS ENTRY DOES NOT SUPPLY, AND NEITHER CARD IN `uses` IS A FAUCET (added 2026-09-13, #200). Step 1 is the requirement in its own words — *"Bank 6 XP and do not spend it"* — with 824.1.d making a `[Level N]` ability Inactive the moment you hold less than N and 730.2 making a spend REDUCE what you hold, which is why this entry’s own `terminatesIn` says the whole thing is dark below six XP. But `UNL-035 Monch` is a COST REDUCTION reading an enemy stunned unit, and `UNL-038 Skyward Strike`’s `[Level 6]` half is a CONSUMER of the threshold — so a deck matching this entry with no XP source is told it has an engine it does not have. 823.1.c.1 makes a faucet a CARD, and mono-Calm prints FIVE non-legend ones (Herald of Spring, Wuju Apprentice, Mosstomper, Scuttle Crab, Gardens of Becoming) plus the legends Voidreaver and Keeper of the Hammer. NAMING ONE IN `uses` WOULD BE A DIFFERENT LIE, because the matcher would then report MISSING Scuttle Crab at a deck running Mosstomper; the requirement is *an* XP faucet, and this sentence is where it lives rather than in the schema.
Steps
- Bank 6 XP and do not spend it (824.1.d, 730.2).
- In your Main Phase, play Skyward Strike (2 Energy + 1 Power): move an enemy unit, and at six XP also stun one.
- In the SAME Main Phase, play Monch. Its condition is satisfied, so it costs 4 Energy and enters ready.
- Move it to a battlefield at once, paying 144.2's exhaust it still has.
- Do not wait a turn: 423.1.a.2 clears the stun at the end-of-turn cleanup, and 423.1.a.1 stops you re-applying it to the same body.
Per iteration
2 Energy off a six-drop and a free Standard Move on arrival, bought with a stun that lasts exactly one turn
How it ends
engine only - three of each card by 103.2.b, one turn of stun each, and the whole thing is dark below six XP; nothing here scores
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Card text verbatim from data/corpus_flat.txt (built from Riot's gallery content API) 2026-09-07
Walked here, in this project
- Hand walk 2026-09-07 (docs/phase0/walks/2026-09-07-uncatalogued-calm-mind-order.md, batch 9) 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 #188). The first entry to use UNL-035 Monch or UNL-038 Skyward Strike. Card text verbatim from data/corpus_flat.txt. Citations opened and quoted: 103.1.b.3, 103.2.b, 143.4, 144.2, 190.3.a.1, 356.4.b, 356.6, 415.1, 423.1.a.1, 423.1.a.2, 423.1.b, 423.1.c, 449, 449.1, 450, 464.2.c.1, 469, 730.2, 824.1.d. The load-bearing timing is 423.1.a.2 - a stun applied on your own turn is cleared at your own cleanup - which forces both cards into one Main Phase. Ban check: neither card is banned or restricted; neither is a Signature card. No unruled reading.
Walked against Core Rules 2026-07-16