Combo · ENGINE
Stun and kill have to happen on the SAME turn — 423.1.a.2 clears the stun at cleanup, which is why Solari Chief is a two-card, one-turn answer to any Might
Pieces
- Solari Chief ×3
OGN-225 · payoff · order
When you play me, choose an enemy unit. If it is stunned, kill it. Otherwise, stun it. (It doesn't deal combat damage this turn.)
- Nami, Headstrong ×3
UNL-052 · enabler · calm
You may pay 1 Calm Power as an additional cost to play me. When you play me, if you paid the additional cost, [Stun] an enemy unit. (It doesn't deal combat damage this turn.) When I hold, the next time you play a unit this turn, ready it and [Buff] it.
Payoff
Deck
- Solari Chief is mono-Order and Nami, Headstrong mono-Calm, so 103.1.b.1 needs a Calm/Order legend: OGN-261 / OGN-306 Radiant Dawn, SFD-197 / SFD-247 Emperor of the Sands, UNL-195 / UNL-233 Green Father, or VEN-147 / VEN-193 Eye of Twilight. Neither card is Signature.
Prerequisites
- THE WHOLE LINE FITS INSIDE ONE TURN OR IT DOES NOT HAPPEN. 423.1.a.2 clears a stun at the end-of-turn cleanup (step 3d), so a body stunned on turn N is unstunned before your turn N+1 — Nami and the Chief must both be cast in the same Main Phase. Stunning on the opponent's turn is worse still: it is gone before you ever act.
- AND A SECOND STUNNER IS WASTED. 423.1.a.1: 'A Stunned Unit can not be Stunned again.' So the enabler is needed exactly once per kill; doubling up on stun effects buys nothing, and any deck running this wants one cheap stun per Solari Chief and no more.
- WHAT IT IS WORTH: THE POOL'S 22 MIGHT GATES ALL PRICE REMOVAL BY A THRESHOLD, and this does not. A stunned body dies to the Chief at Might 12 exactly as at Might 1 — 423.1.c is irrelevant here, because the Chief kills rather than assigning damage. That is the answer to the biggest thing on the board, for E8 + 2 Power across two cards.
- THE STUN IS NOT REMOVAL ON ITS OWN, WHICH IS WHY THE PAIR IS THE UNIT. 423.1.b only stops the stunned unit contributing Might in the combat damage step, and 423.1.c keeps its full current Might as the price of killing it by damage — so without the Chief the enabler has bought one turn of quiet and nothing more.
- NAMI'S SECOND SENTENCE IS FREE VALUE AND IS NOT PART OF THE LINE. 'When I hold, the next time you play a unit this turn, ready it and [Buff] it' arms a DELAYED effect that resolves in the Main Phase (316), which is why it escapes the standing rule that a Hold-triggered ready is a no-op — 315.1.b has readied everything before 315.2 fires, but this one does not resolve there. On a turn she holds, the Solari Chief she is enabling is the unit that arrives ready and buffed.
- TIMING WITHIN THE TURN. Both are unit plays with no [Action] and no [Reaction], so 381 and 155 keep both to your Main Phase in an Open State; there is no way to hold this up as an answer inside the opponent's combat.
- STUN IS CALM AND ORDER (21 of the pool's 29 stun lines), so this pair sits in the middle of its own colour pair rather than straining the identity; 103.2.b caps it at three kills a game.
- IT DOES NOT SCORE. Killing the garrison is how a Conquer becomes available, not a point in itself.
Steps
- In your Main Phase, play Nami, Headstrong and pay the additional Calm Power. Her play trigger stuns an enemy unit.
- 423.1.a.1 now protects that body from being stunned again, so no second stun effect is spent on it.
- In the same Main Phase, play Solari Chief. Its play trigger chooses the same enemy unit; because it is stunned, the branch taken is 'kill it', with no Might threshold to satisfy.
- If the Chief is played on a turn Nami held a battlefield, her delayed effect readies and buffs him as he arrives (316, after 315.2's Hold has already resolved), so he can pay 144.2's exhaust and move.
- If the Chief cannot be cast this turn, do not stun: 423.1.a.2 clears it at cleanup step 3d and the enabler is spent for nothing.
- With the garrison one body lighter, the attack that follows assigns less damage back (465.2.c reads summed Might on both sides).
How it ends
engine only — one unconditional kill per Solari Chief, at any Might, three times a game (103.2.b), and only on a turn both halves are cast; 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
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- Riftbound Core Rules, Last Updated 2026-07-16 (data/Riftbound-Core-Rules-2026-07-16.txt) 2026-07-16
- 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 (docs/phase0/walks/2026-09-07-rules-second-pass.md), issue #170 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 #170, from `solari-chief-stun-into-kill`. Card text verbatim from data/corpus_flat.txt. The content is the one-turn window: 423.1.a.2 clears a stun at cleanup step 3d, so the pair is an all-in-one-Main-Phase play and never a two-turn plan, and 423.1.a.1 is why a second stunner is dead weight. Trap check: the stun is explicitly stated NOT to reduce the cost of killing by damage (423.1.c), so nothing is claimed for it beyond enabling the Chief's branch; both halves are checked against 381 / 155 and confirmed Main-Phase only; Nami's Hold clause is included as the one printed exception to the Hold-triggered-ready no-op, with the reason (it resolves in 316, not in 315.2); 103.2.b is named as the ceiling.
Walked against Core Rules 2026-07-16