Combo · ENGINE
Every enemy stun pays for a Call to Glory, and 346.1 is why the buff is still there when you play it
Pieces
- Radiant Dawn ×1
OGN-261 · legend · calm/order
When you stun one or more enemy units, buff a friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
- Call to Glory ×3
OGN-207 · payoff · order
[Reaction] (Play any time, even before spells and abilities resolve.) As you play this, you may spend a buff as an additional cost. If you do, ignore this spell's cost. Give a unit +3 Might this turn.
- Facebreaker ×1
OGN-220 · engine · order
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) [Action] (Play on your turn or in showdowns.) Stun a friendly unit and an enemy unit at the same battlefield. (They don't deal combat damage this turn.)
- Rune Prison ×2
OGN-050 · engine · calm
[Action] (Play on your turn or in showdowns.) Stun a unit. (It doesn't deal combat damage this turn.)
Payoff
Deck
- Radiant Dawn is Calm/Order and covers 21 of the pool's 29 stun lines (103.1.b); Facebreaker and Call to Glory are Order, Rune Prison is Calm.
- Nothing here needs a specific battlefield of yours, but the Hidden half needs one you CONTROL - see the fourth notable.
Prerequisites
- [ACTION] ALREADY REACHES THE OPPONENT'S COMBAT, SO [HIDDEN] BUYS ENERGY AND NOT SPEED. This corrects issue #61's S8, which held that Reaction speed on the opponent's turn comes only from [Hidden] or [Ambush]. 308.1: 'If a Showdown or Combat is in progress, the turn is in a Showdown State.' 308.1.a: 'Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.' 310.3 names that state 'Showdown Open'. And rule 464 is titled 'Step 1: The Combat Showdown Step', with 464.2.d giving the Attacker Focus and 347.2.b passing it on, so 312.2.b reaches the defender. Only a CLOSED state - a chain in existence - is Reaction-only (309.1.a). So Rune Prison is playable inside their combat for 2 Energy + 1 Power, and the Facebreaker for 0.
- 346.1 IS WHY THE BUFF IS STILL THERE TO SPEND. 'Focus will not pass in this way if the chain opened as a result of a TRIGGERED ABILITY being added to the chain.' Radiant Dawn's buff is a Triggered Ability, so when its chain empties Focus stays with you and Call to Glory - [Reaction], which by 813.1.b also carries every permission of [Action] - is legal at once, with the buff already placed. Playing it in RESPONSE to the trigger would fail, because the buff would not exist yet.
- ONE BUFF PER UNIT, AND IT IS A HARD STOP. 702.3: 'There can only be one Buff on a Unit at a time', with 702.3.a 'If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead', and 426.1.b.1 saying the same. So each buff must be SPENT before the next stun lands, or aimed at a second body. With one friendly unit on the board the engine strictly alternates stun, spend, stun, spend. 702.2.b.2 ('A player can only spend buffs on units they control') is satisfied, since Radiant Dawn buffs a friendly unit.
- THE HIDDEN CEILING IS ONE CARD, NOT TWO. 811.1.b lets you hide 'at a battlefield you control that doesn't already have a facedown card hidden there', and 'Beginning on the next turn, this gains [Reaction]'. 485.4 is 'Battlefield Count: 2' in a Duel, so two hidden cards at once means you control BOTH battlefields and the opponent controls none. On any board where this engine matters the ceiling is one; the rest of the stuns are paid for in Energy. 811.1.d.2 confines a hidden card's targets to that battlefield (811.1.d.2.a treats each target separately), and 323.7 with 466.5.c trash the hidden card if you lose the battlefield.
- ARITHMETIC WITH THE QUANTITIES DECLARED. One hidden Facebreaker (0 Energy) plus one Rune Prison (2 Energy + 1 Power) inside their combat = 2 enemy stuns = 2 Radiant Dawn triggers = 2 buffs = 2 Call to Glory at 0 Energy = +6 Might spread as you like, plus two attackers contributing nothing, since 423.1.b reads 'A Stunned Unit does not contribute its might to damage in the combat damage step'. Facebreaker also stuns a FRIENDLY body at that battlefield and 423.1.b bites it too - the entry counts it.
- THE ENERGY ON THEIR TURN IS REAL AND IT IS NOT FREE. 164.2.a makes a rune's Energy ability '[E]: [Reaction] - Add [1]', so Energy IS payable on the opponent's turn, and 429.2 resolves the Add as soon as it is finalized. It comes out of runes you did NOT spend on your own turn: 167 empties the Rune Pool at each Main Phase start and 415.3.a readies them only in your own Awakening Phase.
- 745.2 IS WHY AN UNQUALIFIED "SPEND A BUFF" CAN ONLY TAKE ONE OFF YOUR OWN BOARD, AND THE 741-749 BLOCK WAS CITED BY NOTHING (upgrade 2026-09-12, #191 batch 26 - diagnosed five days earlier by #187 batch 2 and never applied). The cards that print this cost say *"spend a buff"* with NO owner stated, and none of them has ever had to, because the rules say it: **745.2** - *"In order to spend a Counter, the spending player must control the Game Object the Counter is placed on."* It is the general form of the 702.2.b.2 this project cites fourteen times, and its neighbours finish the picture: **749** (*"Counters do not have a controller"*) and **748** (*"Game Objects that change zones to a non-board zone lose all of their Counters"*), which is the real rule behind buff recovery rather than the 702.x usually cited. Measured consequence from the same walk: a change of CONTROL is not a zone change, so **a buff survives a theft and becomes the thief`s to spend** - the exact complement of 718.5.f, under which an Equipment`s Control does NOT follow its carrier while a buff`s spendability DOES.
Bodies no card supplies
Play Facebreaker from Hidden for 0 Energy: stun one enemy and one friendly body at that battlefield (811.1.d.2 confines both to it)
Steps
- On your turn, pay [A] to hide Facebreaker at a battlefield you control (811.1.b). It gains [Reaction] beginning next turn.
- On the opponent's turn they attack that battlefield. Combat opens with the Combat Showdown Step (464.2); designations are set at 464.2.c.3, the Attacker takes Focus at 464.2.d and passes it to you (347.2.b, 312.2.b).
- Play Facebreaker from Hidden for 0 Energy: stun one enemy and one friendly body at that battlefield (811.1.d.2 confines both to it).
- Radiant Dawn triggers once and buffs a friendly unit (426.1.b; the buff is +1 Might by 703). Let the trigger resolve - by 346.1 Focus does not pass.
- Play Call to Glory, spending that buff as the additional cost: 'ignore this spell's cost' covers all of E3. Give a unit +3 Might this turn.
- Play Rune Prison for 2 Energy + 1 Power in the same window (legal by 308.1.a) to stun a second attacker, and repeat the buff-and-spend once more.
- At step 3d of the end of turn cleanup the stuns clear (423.1.a.2) and the +3 Might expires. Nothing carries over; the engine is re-armed by hiding another card on your turn.
Per iteration
one free Call to Glory (+3 Might) and one enemy attacker contributing zero combat damage, per enemy stun - 0 Energy when the stun came from Hidden, 2 Energy + 1 Power when it came from Rune Prison
How it ends
engine only - 423.1.a.1 forbids re-stunning a stunned body and 423.1.a.2 clears the state at cleanup 3d, so the ceiling is how many un-stunned enemy bodies are present; nothing in the line gains a point
Sources
Published elsewhere
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Lente de stun y exhaust enemigo - issue #61 (GitHub) 2026-09-06
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-stun-lens-candidates.md), issue #61 candidate 1, REWRITTEN. Filed by the hunt as 'radiant-dawn-hidden-stun-free-reactions'; the id changed with the mechanism. OGN-261 Radiant Dawn, OGN-207 Call to Glory and OGN-050 Rune Prison appeared in NO entry before this; OGN-220 Facebreaker is in three and the overlap is declared. THE WALK'S CORRECTION: #61's S8 said Reaction speed on the opponent's turn comes only from [Hidden] or [Ambush]. It does not - 308.1, 308.1.a and 310.3 put a COMBAT in a Showdown State, where [Action] is legal, and rule 464 is titled 'Step 1: The Combat Showdown Step'. None of 308.1, 308.1.a or 310.3 had been cited anywhere in this catalogue before. So [Hidden] buys 0 Energy, not speed, and the engine is not capped at the two hidden cards #61 counted - that ceiling is really ONE, since 811.1.b hides only at a battlefield you control and 485.4 gives a Duel two battlefields in total. The walk also supplies the timing proof #61 asserted without support (346.1) and the buff cap it never mentioned (702.3 / 702.3.a). Card text verbatim from data/corpus_flat.txt. Citations opened: 103.1.b, 164.2.a, 167, 308.1, 308.1.a, 309.1.a, 310.3, 312.2.b, 323.7, 346.1, 347.2.b, 415.3.a, 423.1.a.1, 423.1.a.2, 423.1.b, 426.1.b, 426.1.b.1, 429.2, 464.2, 464.2.c.3, 464.2.d, 466.5.c, 485.4, 702.2.b.2, 702.3, 702.3.a, 703, 811.1.b, 811.1.d.2, 811.1.d.2.a, 813.1.b. Ban check: none of the four carries a [BANNED marker in data/corpus_flat.txt. Trap check: no attack designation is claimed; the Awaken-Energy trap (167) is addressed and the runes are named; no [Repeat]; no [Temporary]; no token; no recall; no Gold; no battlefield of its own, though the Hidden half needs one you control and 323.7 trashes the card if you lose it. Depends on no unruled reading.
Walked against Core Rules 2026-07-16