Combo · ENGINE
Vi, Peacekeeper is both halves of the Shrine's condition — she stuns on every attack and her own 5 Might does the killing
Pieces
- Solari Shrine ×1
OGN-072 · payoff · calm
When you kill a stunned enemy unit, you may exhaust this to draw 1.
- Vi, Peacekeeper ×1
UNL-176 · engine · order
[Ambush] (You may play me as a [Reaction] to a battlefield where you have units.) When I attack, [Stun] an enemy unit here. (It doesn't deal combat damage this turn.)
Payoff
Deck
- Calm + Order, so four legend names (103.1.b.2): Radiant Dawn (OGN-261), Emperor of the Sands (SFD-197), Green Father (UNL-195), Eye of Twilight (VEN-147).
- An enemy garrison to attack: 807.1.d, 383.4.e and 461 all need opposing units present, so an empty enemy battlefield gives no Attacker designation and no trigger.
Prerequisites
- ONE CARD SUPPLIES BOTH HALVES OF A TWO-PART CONDITION, WHICH IS WHY IT IS ITS OWN ENTRY. Solari Shrine wants a stunned enemy unit AND a kill. Vi stuns on the attack for free, and then her own 5 Might is the damage that kills it: 423.1.b keeps the stunned body's Might out of 465.2.c's assignment so it answers with nothing, while 423.1.c keeps its full printed Might as the bar — so Vi alone clears any defender of 5 Might or less, every turn, with no card and no Energy spent after she is on the board.
- THE SHRINE'S EXHAUST IS INSIDE A TRIGGERED ABILITY, AND THAT IS WHAT MAKES IT USABLE AT ALL. 381 confines Activated Abilities to 'the Controlling Player's Turn and during an Open State'; the Shrine's 'you may exhaust this to draw 1' hangs off 'When you kill a stunned enemy unit', so 383.3.c applies instead — 'Triggered Abilities can be put on the Chain during Closed States or Open States on any [player's] turn'. The draw therefore lands inside the combat, in a Closed State, and would land just as happily on the opponent's turn. 415.3.a readies the gear each of your Awakenings, so it is one draw per turn.
- 465.2.c.3 is why the kill is reliable rather than hopeful: lethal damage must be assigned to one unit before moving to the next, so Vi's five points are not spread across the garrison — they go into one body, and 143.2.a kills it the moment marked damage equals its Might.
- [Ambush] is a second, separate use of the same card and it does NOT produce the stun: 822.1.b is 'I may be played to a battlefield where you control Units' plus the [Reaction] timing, so she can land on the opponent's turn as a defender — but 'When I attack' needs the Attacker designation (464.2.c.3), which only your own turn produces. Do not price the ambush as an off-turn stun.
- 383.2.a.1 measures a trigger's condition when the trigger is placed, and 464.2.c.3 places an attack trigger at the Attacker designation, so 'an enemy unit here' must already be at that battlefield when she is designated — a body that walks in later is not a legal choice for this combat.
- Priced whole: 5 Energy + 1 Order Power once for Vi, 3 Energy once for the Shrine, and thereafter one enemy body of 5 Might or less dead and one card drawn every turn she attacks. Three copies of each (103.2.b), though the Shrine caps at one draw a turn whatever you own.
Steps
- Play Solari Shrine (3 Energy) and Vi, Peacekeeper (5 Energy + 1 Order Power).
- Standard-Move Vi into an occupied enemy battlefield (144.2, 144.4); 190.3.a.1 applies Contested and 464.2.c.1 makes you the Attacker.
- 464.2.c.3 designates her an Attacker and her trigger fires: stun an enemy unit there.
- Combat damage: 423.1.b leaves the stunned body contributing nothing, and 465.2.c.3 forces Vi's five points into one unit — 143.2.a kills it if its Might is 5 or less.
- The Shrine's trigger fires on that kill (383.3.c, in the Closed State of the combat): exhaust it and draw 1.
- Repeat next turn; 415.3.a readies the Shrine in your Awakening.
Per iteration
+1 card, one enemy unit of 5 Might or less killed, for no Energy after deployment
How it ends
engine — one stunned enemy unit of 5 Might or less killed and one card drawn per turn Vi attacks; 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
Walked here, in this project
- Hand walk 2026-09-07, issue #169 — matrix families rows 6-18, second pass 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.
AUTHORED 2026-09-07, issue #169, second pass over matrix row 9 (trigger card OGN-072 Solari Shrine, 22 partners, 2 entries before this walk). Card text verbatim from data/corpus_flat.txt; 103.1.b.2, 103.2.b, 143.2.a, 144.2, 144.4, 190.3.a.1, 381, 383.2.a.1, 383.3.c, 383.4.e, 415.3.a, 423.1.b, 423.1.c, 461, 464.2.c.1, 464.2.c.3, 465.2.c, 465.2.c.3, 807.1.d, 822.1.b opened in the Core Rules file. Both cards legal in both formats. Card set OGN-072 + UNL-176 is not an existing uses[] set. No unruled reading. The 381-versus-383.3.c contrast is the reusable half: two gears can print the same 'exhaust this to draw 1' and only the one hanging off a trigger works inside a combat.
Walked against Core Rules 2026-07-16