Combo · ALT WIN
Trevor Snoozebottom × three Svellsongur under LeBlanc — eight permanent Sprites on the first Hold
Pieces
- Trevor Snoozebottom ×1
UNL-048 · engine · calm
[Shield] (+1 Might while I'm a defender.) When I hold, play a ready 3 Might Sprite unit token with [Temporary] here. (Kill it at the start of its controller's next Beginning Phase, before scoring.)
- 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.
- 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
- Legend domains must cover Calm (Trevor, Svellsongur) and Mind (LeBlanc) — OGN-255 Nine-Tailed Fox, SFD-189 Fire Below the Mountain, UNL-189 Bashful Bloom, VEN-145 Curator of the Sands. The Plaza is colourless.
Prerequisites
- EIGHT SPRITES ON THE FIRST HOLD, not one. leblanc-bashful-bloom-trevor-plaza runs the same Trevor and the same LeBlanc and gets ONE Sprite a Hold, reaching seven bodies on the third; three Svellsongur make Trevor's line fire 2^3 = 8 times (434.1.c, 476.1, 477.2.c, 479.1, 480.3; R6 = A), so the first Hold puts ten units on the Plaza and the SECOND Hold wins.
- Trevor's Sprites say 'here', which is wherever he Holds — the Plaza — and LeBlanc is standing there, so 816.1.b never triggers on them (R10 = A, ruled 2026-09-04). They are permanent 3-Might bodies, not the 0-Might Reflections of leblanc-temporary-plaza, whose own notable records that 'any single point of damage removes one' (477.1.b.1.a keeps Might off the copyable traits).
- AND TREVOR BECOMES A SHIELD 8 WALL, which is the half a body-count line most needs. Svellsongur copies his whole text, [Shield] included, and 814.2 says outright that 'the Shield Value of all granted Shield keywords is summed' (814.1.b.3 makes a bare [Shield] worth 1). Eight instances make him Shield 8: 3 + 8 = 11 Might while defending. The Plaza's whole requirement is surviving one opponent turn. CORRECTED 2026-10-27 (#503): the wall does not hold the count, because Shield is not [Tank] and the attacker need not assign damage to Trevor; killing the four cheapest units (four 3-Might Sprites, 12 damage) leaves six.
- The count is measured AT THE HOLD — 383.2.a.1 puts 'if you have 7+ units here' in the Trigger Condition — and the Sprites Trevor plays on that same Hold do NOT count toward it, because 383.2.c evaluates the Condition once the inciting event is processed. That is why the win is the second Hold and not the first, and it is exactly the recount leblanc-bashful-bloom-trevor-plaza had to make in 2026-09-05.
- Do not also bring UNL-208 Black Flame Altar or any second battlefield of your own: 485.4.a puts only ONE of your three into play, randomly in Duel (485.5) and Skirmish (487.5), chosen in Match (486.5), and 103.4.c plus Tournament Rules 402.1 forbid three copies of the Plaza to force it. That is the mistake #33 fixed in the synergy layer.
- LeBlanc is the load-bearing card and she is a 4-Might [Backline] body: killing her un-suppresses every [Temporary] at once and the whole army dies at your next Beginning Phase. Trevor at Shield 8 protects the position, not her.
- Cost, counted whole: LeBlanc 4 Energy, Trevor 3 Energy, and each Svellsongur 3 Energy + 1 Calm Power to play PLUS 1 Energy + 1 Calm Power to [Equip]. 19 Energy and 6 Calm Power, spread over two Main Phases.
- THE EQUIPMENT THIS LINE STANDS ON (Svellsongur x3) IS A LEGAL TARGET THE WHOLE TIME IT SITS THERE. 718.5.b: "Attached cards still can be chosen or targeted by game effects while Attached." Its printed Rules Text is Inactive while attached (718.2) and its [Equip] is unusable (721.2), but neither of those protects the CARD. OGN-022 Thermo Beam (Fury, E5 + 2 Fury Power, "[Action] (Play on your turn or in showdowns.) Kill all gear.") is the only card in the pool that kills EVERY gear at once, so against the 3 copies this line stands on it answers the whole payoff with ONE card. It is symmetric, which makes it cheap for a gearless deck and expensive for anyone else. The unconditional enemy-facing gear kills are OGN-022 Thermo Beam (fury), OGN-224 Salvage (order), SFD-005 Detonate (fury), SFD-032 Disarming Rake (calm), SFD-077 Rocket Barrage (mind), VEN-003 Brittle Steel (fury) - four domains, so there is no identity this line can hide in. (The full swept set is 16 base codes across all six domains; the predicate is /\bkills?\b[^.]{0,80}\bgear\b/i over text+effect of every deckable base in data/cards.json, and the rest either reach only a friendly gear or are gated below this line's costs. Run npm run adversarial to re-derive it.)
- NO GEAR KILL IN THE POOL CARRIES [Reaction] - BUT A KILL IS NOT THE ONLY ANSWER, AND THE PREDICATE THAT MEASURED THAT SET COULD NOT SEE THE OTHER FAMILY. Swept over all 16 kills: Thermo Beam and Salvage are [Action], which 806.1.c.1 makes short for "This can be played during showdowns on any player's turn", and Detonate and Brittle Steel are plain spells, which 155 confines to "an Open State outside of Showdowns on its controller's turn". WHICH OF THOSE PROTECTS THIS LINE DEPENDS ON WHERE IT PAYS, so check before relying on it. If it pays on a HOLD, the Score happens at 315.2.b.2 inside your own Beginning Phase, where 312.2.a gives the opponent no priority in a Neutral Open State and 813.1.c.1 admits only a [Reaction] in the Closed State the trigger opens - no kill in the pool reaches that window at all, so each must be cast on THEIR own turn, a full turn early and fully telegraphed, and that spell on the Chain is itself a Closed State where 312.2.c hands out priority and 813.1.c.1 admits a [Reaction] in response. If it instead pays in your MAIN PHASE, that protection does not exist: 806.1.c.1 puts Thermo Beam and Salvage inside any showdown on any player's turn, so they reach the scoring window itself. THE SECOND FAMILY IS DETACHMENT, AND IT DOES CARRY [Reaction]. 719.1 appends an attached card's Effect Text to its carrier "for as long as they remain Attached" and 137.3.a stops the Might Bonus "as soon as the card with the Might Bonus is no longer Attached", so taking the Equipment OFF switches the payoff off without killing anything. Swept with /\bdetach/i over text+effect of every deckable base: 5 base codes (4 names - Grandmaster at Arms is printed twice), of which only 1 is ENEMY-FACING, because Strike Down says "an equipped friendly unit", Veiled Temple "a friendly gear" and Grandmaster at Arms "you control". That one is SFD-011 Angle Shot - Fury, 2 Energy, NO Power, and it cantrips: "[Reaction] (Play any time, even before spells and abilities resolve.) Choose a unit and an Equipment with the same controller. Attach that Equipment to that unit or detach that Equipment from that unit. Draw 1." The words that make it an answer are "the same controller", which need not be you. WHAT IT PROVABLY DOES is strip the text and the Might Bonus BEFORE the trigger condition is ever met. WHAT IS NOT WALKED, and a reader should not reach for it here until somebody does, is whether a detach inside the scoring window itself accomplishes anything. The reason to DOUBT it - not a paragraph that settles it - is that a Trigger Condition is measured when the trigger is PLACED (383.2.a.1 makes a clause immediately after the trigger "part of the Trigger Condition and not the Effect"), so stripping the Equipment once its trigger is already on the Chain may well change nothing. Nobody has walked what becomes of a chain item whose source text has gone. Until somebody does, treat Angle Shot as a cheap answer cast EARLY, and do not claim it answers the trigger.
- 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: 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 12 damage, because the eight Sprites arrive on the first Hold, their whole turn intervenes, and the second Hold is the win (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 10 (eight 3-Might Sprites, Trevor at 3 plus Shield 8 = 11 while defending, LeBlanc at 4), and the only ordering is [Backline] on LeBlanc, who goes last (826, 465.2.c.6); nothing forces Trevor to be assigned damage, and Shield adds Might but is no [Tank]. Four 3-Might Sprites die to 12 damage (142.4.b, 465.2.c.3), leaving six, so the price is the N - 6 = 4 cheapest units, here 12, not the 39 that kills all ten. On the turn before the first Hold the board is only LeBlanc and Trevor, so killing Trevor (11 as a defender) stops the line.
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) and Trevor Snoozebottom (3 Energy) to the Plaza. 355.2.a makes a battlefield you control a default play location, so neither needs [Ambush].
- Attach Svellsongur A, B and C to Trevor in that order: 2, then 4, then 8 instances of his text. He is now Shield 8 (814.2) and carries eight copies of his hold trigger.
- First Beginning Phase: 315.2.b.2 Holds the Plaza. The Plaza's condition finds 2 units and does not fire. Trevor's hold effect runs eight times: eight ready 3-Might Sprites, here. Ten units on the Plaza, and none of them dies, because LeBlanc's clause plus R10 = A stops 816.1.b from triggering at her battlefield.
- Survive the opponent's turn with seven of the ten still standing — Trevor defends at 11, LeBlanc is [Backline], and the eight Sprites are 3 Might each. CORRECTED 2026-10-27 (#503): Trevor's 11 does not protect the count. With no [Tank], the attacker skips Trevor and kills four 3-Might Sprites, 12 damage (142.4.b, 465.2.c.3), leaving six units.
- Second Beginning Phase: you Hold with 10 units here, the Trigger Condition is met (383.2.a.1) and rule 195 wins the game.
How it ends
win the game on the second Hold after setup, for 19 Energy and 6 Calm Power
Sources
Walked here, in this project
- Walk of the unwalked partners of the 66 proven synergy rules, rules svellsongur-copy and 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. UNL-048 Trevor Snoozebottom was an uncatalogued partner of svellsongur-copy; it is catalogued with LeBlanc and Bashful Bloom, never with the copier. Card text verbatim from data/corpus_flat.txt; 355.2.a, 383.2.a.1, 383.2.c, 434.1.c, 476.1, 477.2.c, 479.1, 480.3, 485.4.a, 195, 814.1.b.3, 814.2 and 816.1.b opened in the Core Rules file. Stands on R6 = A and R10 = A, both ruled 2026-09-04; no new reading. Deliberately a separate row from leblanc-bashful-bloom-trevor-plaza rather than a rewrite of it: that line has Bashful Bloom as the LEGEND and reaches seven on the third Hold with 1-per-Hold Sprites; this one leaves the legend slot open across four Calm/Mind legends, pays 6 Calm Power it does not, and wins a Hold sooner. Trap check: a Hold needs no Attacker designation (807.1.d / 383.4.e / 461); no token recycled (185 / 416.1); [Temporary] is used FORWARDS — the point is that the kill never fires; no [Repeat]; nothing added in Awaken so 167 does not bite; the [Equip] costs are counted.
Walked against Core Rules 2026-07-16