Combo · ALT WIN
Sprite Mother and Sprite Burst under LeBlanc — nine 3-Might bodies on the Plaza, mono-Mind
Pieces
- Sprite Mother ×3
OGN-106 · engine · mind
When you play me, play a ready 3 Might Sprite unit token with [Temporary] here. (Kill it at the start of its controller's Beginning Phase, before scoring.)
- Sprite Burst ×1
UNL-069 · engine · mind
Play two ready 3 Might Sprite unit tokens with [Temporary]. (Kill each at the start of its controller's Beginning Phase, before scoring.)
- LeBlanc, Everywhere at Once ×1
UNL-090 · enabler · mind
[Backline] (I must be assigned combat damage last.) Your [Temporary] effects at my battlefield don't trigger.
- The Grand Plaza ×1
OGN-293 · payoff
When you hold here, if you have 7+ units here, you win the game.
Payoff
Deck
- MONO-MIND. Every legend with Mind in its pair can run all four cards (103.1.b.3), and the Plaza is colourless — the widest identity of any LeBlanc Plaza line in the catalogue.
Prerequisites
- NINE BODIES AND NONE OF THEM IS A 0-MIGHT REFLECTION. Three Sprite Mothers are 3 + 3 = six units and Sprite Burst is two more, plus LeBlanc: nine, of which eight are 3 Might and LeBlanc is 4 with [Backline]. 465.2.c makes an attacker assign summed Might and 465.2.c.3 forces lethal onto one unit at a time, so clearing seven of them costs at least 21 damage. leblanc-temporary-plaza reaches TEN units in one turn but six are 0-Might Reflections, and its own notable says any single point of damage removes one (477.1.b.1.a keeps Might off the copyable traits). CORRECTED 2026-10-27 (#503): the attacker has to kill N - 6 = 3 of the nine, not seven, and picks three 3-Might units: 9 damage (465.2.c, 465.2.c.3). The 21 counted seven kills.
- Every body lands where it is needed with no walk. Sprite Mother says 'here', which is the location she was played to; Sprite Burst names no destination, so 355.2.a — 'By default, Valid locations include the controller's Base or a Battlefield the controller controls' — lets both Sprites go straight to the Plaza. #48's walk-to-the-battlefield bottleneck never arises and SFD-171 Renata Glasc, Industrialist is not needed, which is what keeps the identity mono-Mind.
- LeBlanc is what makes the [Temporary] harmless: 816.1.b would kill every Sprite 'at the start of this permanent's controller's Beginning Phase, before scoring', and R10 = A (ruled 2026-09-04) switches that trigger off at her battlefield. She must be ON the Plaza, not merely on the board.
- The count is measured AT THE HOLD (383.2.a.1 puts 'if you have 7+ units here' in the Trigger Condition, 383.2.c evaluates it once the Hold is processed), so nothing can be topped up at that instant and two of the nine may die during the opponent's turn.
- Twenty-one Energy and 3 Mind Power is more than one Main Phase can bear, so this is a two-turn assembly: LeBlanc plus one Mother is 8 Energy + 1 Power, the rest is 13 Energy + 2 Power. Against svellsongur-trevor-leblanc-plaza, which is the other half of this walk: that one is 19 Energy and 6 CALM Power, needs a Hold to produce anything, and wins on the second Hold; this one produces on the Main Phase it is cast and wins on the first Hold after the board is complete, at the cost of four cards instead of two.
- The Grand Plaza must be the battlefield in play — 485.4.a puts only 1 of your 3 into the game, randomly in Duel (485.5) and Skirmish (487.5), chosen in Match (486.5); 103.4.c and Tournament Rules 402.1 forbid three copies. It is symmetric, so an opponent parking seven units on it wins the same way.
- 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.
- THE PARAGRAPH THAT AUTHORISES THE NAMED DESTINATION, ADDED BESIDE 355.2.a RATHER THAN INSTEAD OF IT (#204, from #187 batch 18). 355.2.a is the DEFAULT for playing a card - 'By default, Valid locations include the controller's Base or a Battlefield the controller controls' - and it is what this entry already cites. It is not a permission for a token-creating effect to NARROW that, and the paragraph that is has been cited by nothing in 766 entries: 184.2, 'The effect may restrict the location to which the token may be played.' That is what makes a printed 'here' a legal instruction rather than a contradiction of the default. The system is three paragraphs - 184.2 narrows, 355.2.a defaults, 355.2.b widens - and this catalogue was citing two of the three. Both are true here and the pair is the finding.
- 6 ENERGY ANSWERS THE GARRISON THIS LINE NEEDS. OGS-002 Firestorm is fury, 6 Energy + 1 Power: "Deal 3 to all enemy units at a battlefield.". 143.2.a kills on marked damage at or above Might, so it kills every body at or below Might 3 SIMULTANEOUSLY however many there are: the binding constraint is MIGHT PER BODY, not the number of bodies, so going wider answers nothing. A CHEAPER ANSWER EXISTS AND IT IS NOT AVAILABLE TO EVERY OPPONENT: OGN-268 Bullet Time costs 1 Energy + 3 Power here (it pays per point of damage, so it scales to any garrison) and is [Action], so 806.1.c.1 puts it inside any showdown on any player's turn - but it is a SIGNATURE card tagged Miss Fortune, and 103.2.d.2 requires every Signature card to carry the Chosen Champion Legend's tag, so only a Miss Fortune legend can run it. Count it as a matchup, not as the field. THE IDENTITY DOES HOLD AN ANSWER: OGS-013 Garen, Commander +1, SFD-089 Rumble, Scrapper +1 (Mech bodies only), UNL-077 Soul Shepherd +1 (token bodies only) - a permanent, garrison-wide +Might is the only thing that lifts every body at once, since a single-target pump is useless against a sweep that hits all of them. (A battlefield-based protection is NOT available here, because this line already requires a battlefield: 485.4.a gives each player three and "Only 1 will be used, chosen during setup", and 103.4.c forbids duplicate names, so two of your own battlefields never share a board.) WHEN THE ANSWER LANDS, AND IT IS NOT INSIDE THE HOLD. A Hold resolves at 315.2.b.2, which Holds "all Battlefields they Control", inside YOUR Beginning Phase - and 312.2.a gives a player priority only "When the turn is in a Neutral Open State during their Main Phase", i.e. their own. So the opponent cannot answer in the Hold window itself; they answer on THEIR turn, which is the turn immediately before it. The cost of that is yours, not theirs: your own Main Phase comes AFTER your Beginning Phase (315 then 316), so there is no window in which to rebuild the garrison. Holding up a [Reaction] on their turn is the only response this line has.
- OPPONENT BOARD AND KILL PRICE - ADDED 2026-10-27 (#503). THE BOARD IT WINS ON: the opponent has no ready body in their base on their turn that can reach the Plaza and deal 9 damage, because the nine complete in your second main phase, their whole turn intervenes, and the Hold is your next Beginning Phase (315.2.b.2, 383.2.a.1). Any enemy unit in their base is readied in their Awaken and can Standard Move to the Plaza (144.2, 144.4.a); units at their own battlefield cannot (144.4.a, 144.4.b) unless they have Ganking (144.4.c.1), and units they play that turn enter exhausted (143.4) unless [Accelerate]. N is 9 (three Sprite Mothers and five Sprites at M3, LeBlanc at M4), and the only ordering is [Backline] on LeBlanc, who goes last (826, 465.2.c.6). Three 3-Might units die to 9 damage (142.4.b, 465.2.c.3), leaving six, so the price is the N - 6 = 3 cheapest units, here 9, not 21 or 28.
Steps
- Control The Grand Plaza (190.1 → 190.3.a.1 → 344.2 → 348.2.a → 348.2.a.1).
- Play LeBlanc, Everywhere at Once (4 Energy) to the Plaza. Her clause covers her battlefield from here on.
- Play Sprite Mother to the Plaza three times (4 Energy + 1 Mind Power each). Each play trigger adds a ready 3-Might Sprite 'here': six units, plus LeBlanc.
- Cast Sprite Burst (5 Energy) and put both Sprites at the Plaza under 355.2.a. Nine units.
- Survive the opponent's turn with seven of the nine still there — 21 damage minimum, not 7. CORRECTED 2026-10-27 (#503): the attacker must kill three of the nine to leave six, so the minimum is 9 damage (three 3-Might units), not 21.
- Your Beginning Phase: 315.2.b.2 Holds the Plaza. 816.1.b does not fire at LeBlanc's battlefield (R10 = A), the Trigger Condition finds 7+ units here, and rule 195 wins the game.
How it ends
win the game on the first Hold after the board is complete, for 21 Energy and 3 Mind Power
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rule leblanc-temporary 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.
AUTHORED 2026-09-06 from issue #160. OGN-106 Sprite Mother and UNL-069 Sprite Burst were both uncatalogued partners of leblanc-temporary (13 partners, 1 entry). Card text verbatim from data/corpus_flat.txt; 195, 355.2.a, 383.2.a.1, 383.2.c, 465.2.c, 465.2.c.3, 477.1.b.1.a, 485.4.a, 103.1.b.3, 103.4.c and 816.1.b opened in the Core Rules file. Stands on R10 = A (ruled 2026-09-04); no new reading and R25 is not needed. Trap check: a Hold needs no Attacker designation (807.1.d / 383.4.e / 461); no token recycled (185 / 416.1) and none asked to reach the trash (186.1); [Temporary] is used forwards; no [Repeat]; nothing added in Awaken so 167 does not bite; only ONE battlefield of yours is in play, which is why no second battlefield is named.
Walked against Core Rules 2026-07-16