Combo · ENGINE
Imposing Challenger × three Svellsongur — scatter the garrison before the Combat can open
Pieces
- Imposing Challenger ×1
UNL-105 · engine · body
When I move, you may move an enemy unit here with less Might than me to a different 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
- IT IS A TRIGGERED ABILITY, WHICH IS THE ONLY KIND THAT REACHES THE PRE-OPEN WINDOW. #58 found the rule: 323.10 — 'If Units of two opposing players are no longer present at a Battlefield that has a Combat Staged before it has opened, the Combat will cease being Staged.' While the move trigger sits on the Chain the state is Neutral Closed (310.2), and 323.13 needs a Neutral OPEN State to begin the Combat — so the eight instances resolve BEFORE the Combat can open. Empty the garrison there and the Combat un-stages itself, leaving only the Showdown: 348.2.a gives Control and 348.2.a.1 says outright 'This results in a Conquer'. No damage, no Attacker designation, no combat at all.
- AND THAT IS WHY IT MUST BE THE MOVE TRIGGER AND NOT A SPELL. 155 bars a spell without [Action] or [Reaction] from a Showdown, and after a plain move with no trigger the very next Cleanup stages the Combat (323.9) and opens it (323.13) with no gap. The Challenger carries his own window in.
- THE CAP IS 'LESS MIGHT THAN ME', AND HE IS 5. Svellsongur is M+0 (137.3), so he stays at 5 and each instance catches only a defender at 4 Might or less. Against a garrison of bigger bodies this does nothing, and no card in a Calm/Body shell reduces enemy Might — UNL-066 Moonlight Affliction is Mind and 103.1.b keeps it out. That is the honest boundary of this entry: it beats wide, small garrisons and loses to tall ones.
- 'To a different battlefield' means they land somewhere, not at their base — 447.2's destination rules apply and in a Duel there are only two battlefields (485.4), so they go to the other one. If that is a battlefield you control, 190.3.a.1 keys Contested on the MOVED unit's controller and 464.2.c.1 makes THEM the Attacker there on your own turn, which is the trick faefolk-challenger-forced-attacker is built on and the reason the Challenger is already catalogued beside UNL-112.
- Against svellsongur-faefolk-mass-evacuation, the other eight-instance evacuator in this walk: the Faefolk DRAGS enemies to where it moved and needs a second body to walk in afterwards; the Challenger PUSHES them off the battlefield he is entering and takes it himself in the same Cleanup. Different rule (323.6 there, 323.10 here) and a different number of cards.
- Cost, counted whole: the Challenger 5 Energy, each Svellsongur 3 Energy + 1 Calm Power to play PLUS 1 Energy + 1 Calm Power to [Equip]. 17 Energy and 6 Calm Power, then nothing per use.
- THE THIRD LEG OF THE EVACUATION FAMILY, ADDED BESIDE 323.6 AND 323.10 (#204, from #187 batch 18). This entry already cites 323.6 for Control being stripped and 323.10 for a staged Combat un-staging. The Contested STATUS itself is a third thing and 190.3.b.1 is the paragraph for it, cited by nothing in 766 entries: 'If a player who applied Contested status to a Battlefield controls no Units there and there is no ongoing Showdown or Combat at that Battlefield, then Contested status is removed in the following Cleanup.' With 323.11, which removes Contested from the battlefield's side, the pair states it from both directions. The boundary worth carrying beside it is 190.3.d - 'At this time Game Effects cannot reference this status' - so Contested is real, it decides whether a Combat or a Non-Combat Showdown occurs, and no card in the pool can see it.
Steps
- Play Imposing Challenger (5 Energy) and attach Svellsongur A, B and C to him in that order: 2, then 4, then 8 instances of his move trigger.
- Main Phase: move him to the enemy-held battlefield. 190.3.a.1 applies Contested and the Combat is Staged, but it has not opened.
- The eight move triggers go on the Chain. While they sit there the state is Neutral Closed (310.2) and 323.13 cannot begin the Combat.
- Resolve them one at a time, each moving one enemy unit with Might 4 or less to a different battlefield. Clear the garrison.
- 323.10: with no units of two opposing players present and the Combat not yet opened, it ceases being Staged. Only the Showdown remains.
- 348.2.a establishes your Control at its close and 348.2.a.1 makes it a Conquer — worth the point, with no damage dealt and no Attacker ever designated.
How it ends
engine — a bloodless Conquer against any garrison of 4-Might-or-less bodies
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-105 is catalogued once (faefolk-challenger-forced-attacker) and was an uncatalogued partner of svellsongur-copy. Card text verbatim from data/corpus_flat.txt; 137.3, 155, 190.3.a.1, 310.2, 323.9, 323.10, 323.13, 348.2.a, 348.2.a.1, 447.2, 464.2.c.1, 476.1, 485.4 and 103.1.b opened in the Core Rules file. Stands on R6 = A and R9; no new reading. It applies #58's third evacuation route — the 323.10 un-stage, which needs a TRIGGERED ability to hold the window open — rather than re-deriving it, and states its own boundary (Might 5 catches only 4-or-less) instead of leaving it implied.
Walked against Core Rules 2026-07-16