Combo · ENGINE
Spirit Wheel × Stare Down — a garrison swept, and the sweep draws a card
Pieces
- Spirit Wheel ×1
SFD-144 · payoff · chaos
When you choose a friendly unit, you may pay 1 Energy and exhaust this to draw 1.
- Stare Down ×1
UNL-107 · engine · body
Choose a friendly unit and a battlefield. Move all enemy units at that battlefield with less Might than the chosen unit to their base. Gain 1 XP.
Payoff
Deck
- Legend domains must cover Chaos (Spirit Wheel) and Body (Stare Down) — Bounty Hunter, Battle Mistress, Voidreaver.
Prerequisites
- THE SWEEP IS FREE OF [Deflect], AND 355.10.d IS WHY. 'Move all enemy units at that battlefield with less Might than the chosen unit' selects them programmatically: 355.10.d says a Game Object 'programmatically selected based on its characteristics rather than chosen by the spell or ability's controller' is not a target, with 'Kill all units at a battlefield' as its worked example. 809.1.c and 809.1.d charge an opponent only for TARGETING or CHOOSING, so a whole garrison of [Deflect] bodies moves for nothing — #97 recorded this contrast between Stare Down and Public Execution.
- ONE FRIENDLY UNIT IS CHOSEN, AND THAT IS THE SPIRIT WHEEL'S TRIGGER. The chosen friendly unit sets the Might bar AND fires the Wheel: 1 Energy and its exhaust for a card. So the sweep replaces itself, and the Wheel's own exhaust (readied every Awaken, 315.1.b) caps it at one draw a turn however many chooses you make.
- AND THE EMPTIED BATTLEFIELD IS NOT YET YOURS. #102's correction: 323.6 only STRIPS the opponent's Control when their last body leaves — 'Players lose control of any controlled Battlefields without their Units occupying them if the turn is in an Open State and there is no Showdown or Combat ongoing there' — and 170.11.c then makes it open, 'unoccupied and uncontrolled', both conditions. A body of yours still has to walk in during the Main Phase (144.4.a) for 190.3.a.1 → 344.2 → 348.2.a → 348.2.a.1, which scores that same turn.
- It sweeps to their BASE, not to another battlefield, so unlike svellsongur-faefolk-mass-evacuation or marai-spire-temptation-evacuation nothing arrives anywhere inconvenient and no enemy unit is handed the Attacker designation on your turn (190.3.a.1 keys Contested on the moved unit's controller).
- The bar is the chosen unit's Might, strictly greater: a 6-Might friend clears everything at 5 or less and leaves a 6 standing. Nothing in a Chaos/Body shell reduces enemy Might to help — UNL-066 Moonlight Affliction is Mind and 103.1.b keeps it out — so the honest boundary is that this beats wide, small garrisons and loses to tall ones.
- Four Energy for the pair and 1 Energy per draw; the XP is a rider that buys nothing on its own (#116 and #146 measured that nothing in the pool converts XP into points).
- Spirit Wheel fires on ANY choose of a friendly unit, buffs included (702.2.a) — Stare Down is simply the partner whose choose is also a board sweep. Any other choose in the deck feeds the same draw.
- A BLOODLESS CONQUER IS NOT A FAIT ACCOMPLI, AND 46 OF THE 47 ENTRIES CITING 344.2 DID NOT SAY SO (added 2026-09-12, #187 batch 25). **316.8.b.1.a**: during a Non-Combat Showdown *"units controlled by a different player may become present at the Battlefield where the Showdown is"*, which converts it to a COMBAT Showdown in the following cleanup - so the opponent can turn your uncontested walk-in into a fight. 316.8.c is the permission (a Showdown is a Window of Opportunity for [Action] and [Reaction] cards). **The answer set is THREE CARDS, swept on the ACTOR rather than on the destination**: `OGN-173 Ride the Wind` (Chaos, E2+1), `OGN-262 Zenith Blade` (Calm/Order, E3+2) and `SFD-184 Relentless Pursuit` (Fury/Body, E2+1) - twelve printings move a friendly unit, and nine of them send it to base or need a body already there. They span three identities, so **no identity is safe**; and `OGN-262 Zenith Blade` is the worst to walk into, because it STUNS your body on the way in, and 423.1.b removes a stunned unit`s contribution to the damage step while 423.1.c keeps its full Might as the price to kill it - one 3-Energy card takes the unit and the battlefield. **[Ambush] is not a fourth answer**: 822.1.b needs a battlefield where the player already has units, and the defining feature of that board is that they have none there. **THE REMEDY IS A COUNTERSPELL, AND A FIRST VERSION OF THIS NOTABLE SAID SOMETHING FALSE THAT IS WITHDRAWN HERE (corrected within the hour, 2026-09-12).** It said that because all three answers are [Action] and 358.4 admits an Action card only as the card that CLOSES the state, the attacker - who holds Focus by 345 and priority by 335.1 - could shut them out by playing any cheap Action card first. Every step is true and the conclusion is false, because **a Showdown is a LOOP, not a single window**: 346 - *"When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority"* - with 347.1.b and 347.2.a. Closing the state buys a lock-out lasting exactly that CHAIN; when it resolves the Showdown reopens, Focus passes TO THE DEFENDER, and they play their answer into an open Showdown after all. **The real sequence**: walk in, take Focus, **PASS** (acting first gains nothing); they play the answer, which closes the state as it is played; **you COUNTER it**, since 358.4`s other half now admits only [Reaction] and all eleven of the pool`s counters are Reaction, and 425.1.c refunds them nothing; all players then pass in sequence, 347.2.a ends the Showdown, and 348.2.a with 348.2.a.1 give you Control and the Conquer. The cheap counter is `OGN-045 Defy` (Calm, E1 + 1 Power, *"counter a spell that costs no more than 4 Energy and no more than one rainbow"*), which covers all three answers; `OGN-064 Wind Wall` is the unconditional one. **So the protection narrows to pairs containing CALM** - it is not the one-Energy insurance any deck can buy.
Bodies no card supplies
Cast Stare Down (2 Energy), choosing your biggest friendly unit and the battlefield you want emptied
Steps
- Play Spirit Wheel (2 Energy) and keep 1 Energy available for it each turn.
- Cast Stare Down (2 Energy), choosing your biggest friendly unit and the battlefield you want emptied.
- The choose fires Spirit Wheel: pay 1 Energy and exhaust it to draw 1.
- Stare Down resolves: every enemy unit at that battlefield with less Might than the chosen unit moves to their base, without being targeted or chosen (355.10.d), so no [Deflect] tax is paid.
- If that was their whole garrison, the Cleanup strips their Control (323.6) and 170.11.c makes the battlefield open.
- Walk a friendly unit in the same Main Phase (144.4.a): 190.3.a.1 Contests it, 344.2 opens the Showdown at the next Cleanup, 348.2.a gives Control and 348.2.a.1 makes it a Conquer — no combat, no damage, no Attacker designation.
Per iteration
a garrison of smaller bodies swept to base, a free Conquer behind it, and +1 card
How it ends
engine — a bloodless Conquer that replaces the card that made it, three times a game
Sources
Walked here, in this project
- Two-card pair walk, cause/trigger matrix rows 6-15 (docs/phase0/walks/2026-09-06-proven-rule-instances.md §24) 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.
Card text verbatim from data/corpus_flat.txt; 103.1.b, 144.4.a, 170.11.c, 190.3.a.1, 315.1.b, 323.6, 344.2, 348.2.a, 348.2.a.1, 355.10.d, 702.2.a, 809.1.c and 809.1.d opened in the Core Rules file. Both cards checked against data/legality.json by base code: legal in both formats. No unruled reading. Stare Down was chosen out of the 27 because it is the only partner whose choose is simultaneously a board sweep, so the draw is a rider on a play you wanted to make rather than a reason to make it. #97's [Deflect]-free finding and #102's 'evacuating is not yet a Conquer' correction are applied rather than re-derived.
Walked against Core Rules 2026-07-16