Combo · ALT WIN
Miss Fortune readies the Vanguard Armory — ten bodies at The Grand Plaza, and the finishing turn costs 0 Energy
Pieces
- The Grand Plaza ×1
OGN-293 · battlefield
When you hold here, if you have 7+ units here, you win the game.
- Vanguard Armory ×2
SFD-168 · payoff · order
Exhaust: Play three 1 Might Recruit unit tokens. (You may play them to different locations.)
- Miss Fortune, Captain ×1
OGN-162 · ready · body
[Accelerate] (You may pay 1 Energy + 1 Body Power as an additional cost to have me enter ready.) [Ganking] (I can move from battlefield to battlefield.) The first time I move each turn, you may ready something else that's exhausted.
Payoff
Deck
- Legend domains must cover Body and Order (the Plaza is Colorless): OGN-269 The Boss, OGS-023 Might of Demacia, SFD-205 Grand Duelist, UNL-203 Keeper of the Hammer, VEN-153 Matriarch of War. OGS-023 is the best of the five — 'When you conquer, if you have 4+ units at that battlefield, draw 2' pays out on the very conquer this line needs to make the Plaza yours.
Prerequisites
- The Grand Plaza has to be the battlefield in play: random 1 of 3 in Duel (485.5) and Skirmish (487.5), chosen in Match (486.5), and 103.4.c plus Tournament Rules 402.1 forbid bringing two battlefields of the same name, so copies are not a way around the draw. A battlefield you provide starts UNCONTROLLED (190.1), and you must control the Plaza BEFORE the Armory fires, because 355.2.a only permits your base or a battlefield you control as a destination — taking it is part of the cost, not a freebie.
- THE FINISHING TURN COSTS 0 ENERGY AND 0 POWER, AND THAT IS THE WHOLE POINT. Awaken (315.1.b) readies both Armories and Miss Fortune. Exhaust Armory A for three Recruits at the Plaza, Armory B for three more (six). Miss Fortune takes her Standard Move from base to the Plaza (144.1.a, 144.4.a; the cost is her own exhaust, 144.2) and her trigger readies Armory A. Exhaust Armory A again: three more. Nine Recruits plus Miss Fortune is TEN units against a bar of seven, so three may die. Compare grand-plaza-recruit-vanguard, which is two cards but 12 Energy of open mana on the finishing turn, telegraphing it.
- THE HONEST COMPARISON, NOT HIDDEN: this is three cards and 19 Energy + 3 Power spread over earlier turns, against two cards and 12 Energy in one turn for grand-plaza-recruit-vanguard. Total cost is higher and the card count is higher. What it buys is that the Armory is a permanent and the finishing turn is free.
- SEVEN AT THE HOLD, NOT AT THE WIN, AND THERE IS NO WINDOW TO TOP UP. 383.2.a.1 makes 'if you have 7+ units here' part of the TRIGGER CONDITION, measured when the Hold is processed, and 312.2.a gives priority only in the Main Phase — so the bodies must survive the opponent's whole turn. The Recruits are 187.1 tokens with no [Temporary], so 816.1.b never touches them.
- IF MISS FORTUNE LANDS THE SAME TURN SHE MUST BE ACCELERATED. 143.4 makes units enter exhausted and 414.1.b forbids exhausting what is already exhausted, so without paying [Accelerate]'s 1 Energy + 1 Body Power she cannot pay for the move that turn — and the move is the trigger.
- WHAT KILLS IT: nine of the ten are 1 Might Recruits, and OGN-133 Flurry of Blades (Body, E1, [Reaction], 'Deal 1 to all units at battlefields') sweeps all nine for one Energy at instant speed. arise-sand-soldiers-plaza, whose bodies are 2 Might Sand Soldiers, is immune to that; this is not.
- A THIRD ARMORY BUYS NOTHING ON THE FINISHING TURN. The trigger reads 'the first time I move each turn': one ready per turn, and nothing in Body/Order readies Miss Fortune's trigger again.
- The Plaza is symmetric — 'When YOU hold here' reads for whoever holds it (190.6.d), so an opponent parking seven units on it wins the same way.
- THIS ROUTE AND heimerdinger-vanguard-armory-recruits CAN NEVER SHARE A LIST. Heimerdinger is Mind, the Armory is Order, Miss Fortune is Body: three domains against a legend's two (103.1.b.4). They are alternatives, and that is the closure of the domain refutation #46 left open.
- UNL-077 Soul Shepherd (Mind, "Your token units have +1 Might") is a CONTINUOUS MODIFIER, not a 702 buff, so it applies to every token at once: 143.2.a + 465.2.c.3 make seven 1-Might Recruits cost 7 damage to clear and seven 2-Might Recruits cost 14, and it makes the whole 1-Might Plaza family immune to OGN-133 Flurry of Blades ("Deal 1 to all units at battlefields"). He is Mind, so he narrows an all-Order line to Mind/Order (#159, 2026-09-06). CORRECTED 2026-10-27 (#503): those totals price a full clear, and a full clear is not what stops the Plaza. It needs 7 units at the Hold (383.2.a.1), so against seven the opponent kills one and picks which (465.2.c, 465.2.c.3; with no [Tank] nothing orders the assignment, 465.2.c.6): the Shepherd raises that price from 1 damage to 2, not from 7 to 14. The doubling stands; the totals do not.
- A DOMAIN-LEGAL +1 EXISTS, IT COSTS NO EXTRA SLOT, AND IT BUYS EXACTLY ONE CARD. `OGS-013 Garen, Commander` and `OGN-243 Darius, Executioner` are both mono-Order and print the identical sentence — *"Other friendly units have +1 :rb_might: here"* — so either is legal in this identity, stands at the Plaza as one of the seven, and takes the Recruits to Might 2. Measured over the twenty cards in the pool that remove more than one body in one action (the table is in `docs/phase0/walks/2026-09-13-might-1-survivability.md`), Might 2 escapes exactly THREE: `OGN-133 Flurry of Blades`, `OGN-200 Twisted Fate, Gambler`’s one-damage mode and `OGN-041 Volibear, Furious`’s split. It does NOT escape `UNL-132 Angler Beast` — *"return all units with 2 :rb_might: or less to their owners' hands"* — which is a BOUNCE, so a Might-2 body is still caught and the Plaza’s count fails exactly as completely as it would to a kill. It does NOT escape `UNL-107 Stare Down` (Body, E2, the cheapest unconditional answer in the pool — the threshold is the ATTACKER’s chosen unit, so no amount of Might escapes it, and 355.10.d makes it programmatic so no `[Deflect]` tax is paid for any number of bodies), `OGN-268 Bullet Time` (E1 plus any amount of rainbow), or the two that take everything and carry no location clause at all — `UNL-180 The Ruination` and `SFD-147 Downwell`. Parking bodies at the base is a defence against Flurry and NOT against the lens. So the +1 answers the one card this entry already names, and moves the cheapest answer from one Energy to two.
- OPPONENT BOARD AND KILL PRICE - ADDED 2026-10-27 (#503). THE BOARD IT WINS ON: nothing of theirs that can reach the Plaza and deal 4 damage on their turn, because the Hold counts the units when it happens in your Beginning Phase (315.2.b.2, 383.2.a.1). An enemy unit in their base readies in their Awaken and can Standard Move to the Plaza (144.4.a, 144.2); units at their own battlefield cannot reach it (144.4.a, 144.4.b) unless they have Ganking (144.4.c.1); units they play that turn enter exhausted (143.4) unless [Accelerate]. None of the ten has [Tank] or [Backline], so nothing orders the assignment (465.2.c.6). With ten units the attacker has to kill N - 6 = 4, and the cheapest four are four of the nine 1-Might Recruits (187.1): 4 damage, from ready bodies of summed Might 4, not 14 and not the Might of Miss Fortune (5).
Steps
- Establish Control of The Grand Plaza (190.1; a battlefield you provide starts uncontrolled). Land both Vanguard Armories, 7 Energy + 1 Power each, and Miss Fortune, 5 Energy + 1 Power.
- On the finishing turn the Awaken readies all three (315.1.b).
- Exhaust Armory A: three 1 Might Recruits to the Plaza (355.2.a plus the Armory's own reminder). Exhaust Armory B: three more. Six.
- Miss Fortune takes her Standard Move from base to the Plaza, paying her own exhaust (144.2). Her trigger readies Armory A. Seven units are now there, counting her.
- Exhaust Armory A again: three more Recruits. Ten units at the Plaza, for 0 Energy and 0 Power this turn.
- Survive the opponent's turn with seven or more still there, then Hold in your Beginning Phase (315.2.b.2): the Plaza's condition is met at the Hold (383.2.a.1) and rule 195 gives you the game.
How it ends
win the game — ten bodies against a bar of seven, and the Armories keep producing three a turn if the first attempt is answered
Sources
Published elsewhere
- Hunt lens ready — issue #56 (GitHub) 2026-09-06
- 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 2026-09-06 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.
HAND-WALKED 2026-09-06 (docs/phase0/walks/2026-09-06-ready-lens-candidates.md), issue #56 candidate 1. Card text verbatim from data/corpus_flat.txt; 107.4.c, 415.1, 143.4, 144.1.a/144.2/144.4.a, 149.1, 187.1, 195, 315.1.b, 315.2.b.2, 312.2.a, 355.2.a, 383.2.a.1, 414.1.b, 466.5, 485.4.a/485.5/486.5/487.5 and 103.1.b.4/103.4.c all opened and read in the walk. Ban check: none of OGN-293, SFD-168 or OGN-162 carries a [BANNED marker in the corpus. Arithmetic checked against its own quantities: 3 + 3 + 3 Recruits plus Miss Fortune is 10 against a bar of 7, and with a single Armory it is exactly 7 with no margin, which is why quantity is 2. Trap check: no attack (she MOVES, and the trigger is 'the first time I move'); no [Repeat]; no [Temporary]; no recall (144 Standard Move, not 456); no rune recycled for Power; every cost is paid in the Main Phase so 167 does not bite. Depends on no unruled reading.
Walked against Core Rules 2026-07-16