Combo · ENGINE
Tactical Retreat saves a body and the Spirit Wheel draws for it — and the recall is the trap, not the save
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.
- Tactical Retreat ×1
UNL-175 · engine · order
[Reaction] (Play any time, even before spells and abilities resolve.) Choose a friendly unit. The next time it would die this turn, heal it, exhaust it, and recall it instead. (Send it to base. This isn't a move.)
Payoff
Deck
- Chaos + Order, and the legend census makes that a ONE-NAME pair: Heart of the Tempest (VEN-155, and its second printing VEN-197). There is no other Chaos/Order legend in the pool.
- 1 Energy for the Wheel's trigger and 2 for the spell, off runes held ready if the answer is played on the opponent's turn.
Run play
Prerequisites
- IT IS A [Reaction] CHOOSER, WHICH IS WHAT THE WHEEL IS SHORT OF. Most of the Spirit Wheel's twenty-seven partners choose on your own turn; 813.1.c.1 puts Tactical Retreat in 'Closed States on any player's turn', so the Wheel's trigger (383.3.c, any turn) fires in the window where a body is about to die. One card buys a save and replaces itself.
- BOTH TRAPS OF THE HEAL / EXHAUST / RECALL FAMILY ARE LIVE, AND THEY ARE THE REASON TO READ THIS ENTRY BEFORE PLAYING THE CARD. 808.1.d.1 removes a Deathknell's triggered ability from the chain when the permanent never reaches the Trash, so saving a body with a Deathknell ERASES that Deathknell. And 455 — 'A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move' — sends the unit HOME: any 'While I'm at a battlefield' text on it switches off, and 323.6 hands the battlefield back at the next Cleanup if it was your only body there. The saved unit also comes back exhausted, so 315.1.b readies it only at your next Awakening.
- So the honest reading is that Tactical Retreat trades a battlefield's worth of position for a body, and the Spirit Wheel's card is what makes that trade acceptable rather than merely defensible.
- The Wheel's cap applies as always: its own exhaust means ONE draw per turn whatever else chooses a friendly unit (415.3.a readies it in your Awakening). And 204.3.a makes its 1 Energy a base cost paid to finalize the trigger, so it must be available at the moment of the choice — on the opponent's turn, from a rune held ready (164.2.a, 167, 415.3.a).
- Chaos + Order is a one-name identity: the legend census has fifteen domain pairs and three carry a single name, this being one of them (Heart of the Tempest, VEN-155 / VEN-197). A deck built on this pair has no legend choice at all, which is a real constraint to state rather than a footnote.
- 'The next time it would die this turn' expires at end of turn: it is a save you must aim, not a shield you can bank.
- A DELAYED WOULD-DIE SHIELD IS ENDED BY A BOUNCE, NOT ONLY BY REMOVAL, AND NO SHIELD ENTRY SAID SO (upgrade 2026-09-12, #187 batch 9). 390.5 defines a Delayed LINKED Ability as one that references the generating ability or the Game Objects it affects *"instead of a window of time"* - which is what a *"Choose a friendly unit. The next time it would die this turn"* shield is, against a *"the next spell you play this turn"* delay, which IS a window of time and falls under 391 instead. **390.5.a then has teeth: *"If that Ability affects a Game Object, the Delayed Linked Ability`s window will be as long as that Game Object is in an appropriate zone."*** So returning the shielded body to hand CLOSES the window - and 359.3.e.4 makes the body that comes back a different object, so replaying it does not restore the shield. The cheapest answer in the pool is `OGN-169 Gust` at one Energy; see `windsinger-gust-bounce-as-a-counterspell`, which reaches the same paragraph from the opposite side. Note which half applies before citing 390.5 at all: this project nearly published it against Ravenborn Tome and Raging Firebrand, whose delays are windows of time and therefore 391.
Bodies no card supplies
When a friendly unit is about to die — in combat, or to a spell on the Chain — play Tactical Retreat for 2 Energy (813.1.c.1 admits it to the Closed State)
Steps
- Play Spirit Wheel (2 Energy) and keep a rune ready.
- When a friendly unit is about to die — in combat, or to a spell on the Chain — play Tactical Retreat for 2 Energy (813.1.c.1 admits it to the Closed State).
- It chooses that friendly unit. The Spirit Wheel's trigger fires on the choice.
- Pay 1 Energy and exhaust the Wheel to finalize it (204.3.a): draw 1.
- Tactical Retreat resolves: the next time that unit would die this turn, it is healed, exhausted and recalled to your base instead (455).
- Read the cost of the save before taking it: 808.1.d.1 has erased any Deathknell it carried, and 323.6 may hand back the battlefield it was holding.
Per iteration
-3 Energy, +1 card, one friendly unit survives but is recalled to base exhausted
How it ends
engine — one friendly body saved and one card drawn, three times a game (103.2.b), at the price of the body's position and any Deathknell it carried; 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 14. UNL-175 Tactical Retreat was in ZERO entries. Card text verbatim from data/corpus_flat.txt; 103.1.b.2, 103.2.b, 164.2.a, 167, 204.3.a, 315.1.b, 323.6, 383.3.c, 415.3.a, 455, 808.1.d.1, 813.1.c.1 opened in the Core Rules file. Both cards legal in both formats; neither is Signature. Card set SFD-144 + UNL-175 is not an existing uses[] set. No unruled reading. The entry deliberately leads with the cost of the save rather than the save, because the card reads as pure upside and 455 plus 808.1.d.1 make it a trade.
Walked against Core Rules 2026-07-16