Combo · ENGINE
Irresistible Faefolk × three Svellsongur — drag eight enemy units off a battlefield in one move
Pieces
- Irresistible Faefolk ×1
UNL-112 · engine · body
When I move to a battlefield, you may move an enemy unit to that battlefield.
- Svellsongur ×3
SFD-059 · engine · calm
[Equip] 1 Energy + 1 Calm Power (1 Energy + 1 Calm Power: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.
Payoff
Deck
- Legend domains must cover Calm and Body — OGN-257 Blind Monk, OGS-019 Wuju Bladesman, SFD-193 Grandmaster at Arms, UNL-191 Wuju Master.
Prerequisites
- ONE DRAG CLOSES AGAINST A GARRISON OF ONE; EIGHT CLOSES AGAINST ANY REAL BOARD. That is the whole content of this entry. #102 measured the ceiling on the catalogued single-unit movers — UNL-207 Amateur Recital 'moves ONE unit, so it only closes against a garrison of one' — and faefolk-challenger-forced-attacker runs this same Faefolk for exactly one drag. Eight independent instances (2^3 by the Layer-2 composition of 434.1.c / 476.1 / 477.2.c / 479.1 / 480.3, R6 = A), each choosing its own enemy unit, empty a battlefield outright.
- AND THE EMPTIED BATTLEFIELD BECOMES OPEN IN THE SAME CLEANUP. 323.6: '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.' Nobody gains it — 170.11.c defines open as 'unoccupied and uncontrolled', which is now both — so a second body of yours walks in during the same Main Phase (144.4.a), 190.3.a.1 applies Contested, 344.2 opens the Showdown at the next Cleanup, 348.2.a establishes Control and 348.2.a.1 says outright 'This results in a Conquer'. No combat, no Attacker designation, no damage.
- WHERE THE EIGHT BODIES LAND IS THE PRICE. 'Move an enemy unit to that battlefield' — the destination is fixed at wherever the Faefolk moved, so you are consolidating the opponent's whole army onto one square, and 190.3.a.1 keys Contested on the MOVED unit's controller while 464.2.c.1 makes 'the player whose unit(s) applied the Contested status' the Attacker. Move the Faefolk to a battlefield YOU control and they arrive as Attackers on YOUR turn, which is the mechanism faefolk-challenger-forced-attacker is built on; 464.2.e.1 then puts the Defender's triggers on the Combat Chain last, so 340.1 resolves yours first.
- The Faefolk is a 1-Might body and Svellsongur's Might Bonus is +0 (137.3), so it dies to anything, and 137.3.a detaches all three gears the instant it does. It also has to MOVE each turn to fire at all: the Standard Move costs its own exhaust (144.2) and is base-to-battlefield only (144.4), so a repeat needs it walked home first — by an effect mover, or by the legend if the shell carries one.
- Nothing here scores. The Conquer that follows the evacuation does, and it is the reason the entry produces conquer-engine rather than points: 470 still caps the Score at once per battlefield per turn, and the opponent simply re-enters next turn unless you garrison what you took.
- Cost, counted whole: Faefolk 2 Energy; each Svellsongur 3 Energy + 1 Calm Power to play PLUS 1 Energy + 1 Calm Power to [Equip]. 14 Energy and 6 Calm Power for what is, in effect, a repeatable one-sided board wipe of position.
- 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.
- ONE ENERGY AT REACTION SPEED ANSWERS THE BODY THIS ENGINE STANDS ON (Irresistible Faefolk (M1 x1)). OGN-133 Flurry of Blades is Body, 1 Energy: "[Reaction] (Play any time, even before spells and abilities resolve.) Deal 1 to all units at battlefields." 143.2.a kills a unit whose marked damage equals or exceeds its Might and 142.4.b defines Lethal Damage as "a non-zero amount greater than or equal to that Unit's Might", so one damage is lethal to every body of Might 1 or less. RUNNING MORE COPIES IS NOT A DEFENCE: 370.1.a.2 makes events simultaneous when they "are all the result of the same Game Action", so the sweep kills every copy at once. And because it carries [Reaction], 813.1.c.1 lets it be played "during Closed States on any player's turn" - it never has to be cast a turn early the way the base-reaching removals do, and it can land in response to the very trigger this engine exists to fire. WHAT PROTECTS IT: this identity is fixed at body+calm, so the following is the whole of what 103.1.b allows. colourless, so legal whatever the second domain is: OGN-294 Trifarian War Camp (colourless battlefield, 'Units here have +1 Might') - but 485.5 makes a battlefield you bring a 1-in-3, and 103.4.c forbids two of the same name. A single-target pump is no use against a sweep that hits every body at once, which is why only permanent, board-wide sources are listed.
Bodies no card supplies
Walk a second friendly unit in (144.4.a): 190.3.a.1 Contested, 344.2 Showdown at the next Cleanup, 348.2.a Control, 348.2.a.1 a Conquer — with no combat and no Attacker designation Main Phase: standard-move the Faefolk to a battlefield you control (144.1.a, 144.2, 144.4.a). 190.3.a.1 applies no Contested, because you already control it
Steps
- Play Irresistible Faefolk (2 Energy) to your base and attach Svellsongur A, B and C to it in that order: 2, then 4, then 8 instances of its move trigger.
- Main Phase: standard-move the Faefolk to a battlefield you control (144.1.a, 144.2, 144.4.a). 190.3.a.1 applies no Contested, because you already control it.
- Eight instances resolve, one at a time. Each may move one enemy unit to that battlefield — take every body off the battlefield you intend to Conquer.
- That battlefield now has no units of its controller on it. At the Cleanup 323.6 strips their Control and 170.11.c makes it open.
- Walk a second friendly unit in (144.4.a): 190.3.a.1 Contested, 344.2 Showdown at the next Cleanup, 348.2.a Control, 348.2.a.1 a Conquer — with no combat and no Attacker designation.
- The dragged units are at your battlefield as the Attackers of a Combat on your own turn (464.2.c.1); 464.2.e.1 puts your Defender triggers last on the Chain, so 340.1 resolves them first. Repeat once the Faefolk is walked home.
Per iteration
up to 8 enemy units relocated per move, which is one battlefield emptied and one free Conquer
How it ends
engine — a repeatable bloodless Conquer; it scores through the Conquer, never on its own
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rule svellsongur-copy 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. UNL-112 is catalogued twice (faefolk-challenger-forced-attacker, faefolk-star-spring-drag) and was an uncatalogued partner of svellsongur-copy. Card text verbatim from data/corpus_flat.txt; 137.3, 137.3.a, 144.1.a, 144.2, 144.4, 144.4.a, 170.11.c, 190.3.a.1, 323.6, 340.1, 344.2, 348.2.a, 348.2.a.1, 434.1.c, 464.2.c.1, 464.2.e.1, 470, 476.1, 477.2.c, 479.1 and 480.3 opened in the Core Rules file. Stands on R6 = A and R9; no new reading. Trap check: the empty-battlefield trap is respected — the Conquer here is the Showdown one (348.2.a.1), never an attack, so 807.1.d / 383.4.e / 461 do not apply; a Move is not a Recall (455 / 456 / 458); no token; nothing recycled; no [Temporary]; no [Repeat]; the [Equip] costs are counted; and 170.11.c is checked on BOTH conditions, which is the correction the #146 walk had to make to two verified entries.
Walked against Core Rules 2026-07-16