Combo · ENGINE
740.3.a defines the tie, and Symbol of the Solari turns a failed attack into a mass evacuation — Xin Zhao walks back in ready because your own bodies came home
Pieces
- Symbol of the Solari ×1
OGN-227 · engine · order
If a combat where you are the attacker ends in a tie, recall ALL units instead. (Send them to base. This isn't a move. Ties are calculated after combat damage is dealt.)
- Xin Zhao, Vigilant ×3
SFD-176 · payoff · order
[Tank] (I must be assigned combat damage first.) I enter ready if you have two or more other units in your base.
Payoff
Deck
- Both cards are mono-Order, so 103.1.b.3 admits any legend with Order in its pair: SFD-201/SFD-249 Chem-Baroness, UNL-199/UNL-235 Deceiver, SFD-197/SFD-247 Emperor of the Sands, VEN-147/VEN-193 Eye of Twilight, SFD-205/SFD-251 Grand Duelist, UNL-195/UNL-233 Green Father, OGN-253/OGN-302 Hand of Noxus, VEN-155/VEN-197 Heart of the Tempest, OGN-265/OGN-308 Herald of the Arcane, UNL-203/UNL-237 Keeper of the Hammer, OGS-021 Lady of Luminosity, VEN-153/VEN-196 Matriarch of War, OGS-023 Might of Demacia - Starter, UNL-187/UNL-229 Piltover Enforcer, OGN-261/OGN-306 Radiant Dawn, OGN-269/OGN-310 The Boss, SFD-187/SFD-243 Void Burrower.
Prerequisites
- IT IS AN EVACUATION TOOL THAT NEEDS NO EVACUATION SPELL, AND IT SCALES WITH THE GARRISON. Every other line in the catalogue that empties a battlefield does it by moving or bouncing bodies one or two at a time; this empties whatever is standing there, however large, as the price of an attack that was going to fail anyway. The garrison goes to THEIR base (455), not to hand and not to the trash, so nothing of theirs is destroyed — the point is the battlefield, not the bodies.
- AND THE BATTLEFIELD IS THEN OPEN IN BOTH SENSES. With nobody occupying it, 323.6 takes their Control away at the next Cleanup, and 170.11.c's 'open' — 'unoccupied and uncontrolled' — is satisfied on both halves, which is the precise test the project uses. So the four cards that print 'play me to an open battlefield' (355.2.b) can also land there, not just a walker.
- YOUR OWN ATTACKERS COME HOME EXHAUSTED, WHICH IS WHY THE SECOND BODY IS IN uses[] AND NOT IN A NOTE. 458 and 458.1 say a Recall 'does not affect the state of the Permanent being recalled' and leaves statuses unaffected, so the units that just attacked are still exhausted and 144.2 will not let them move again this turn. The Conquer needs a body that was not in the combat.
- WHICH IS EXACTLY WHAT XIN ZHAO'S CONDITION READS. 'Two or more other units in your base' is false on an empty board and true the instant the tie-recall resolves — the card and the gear were printed for each other, and neither is in any entry.
- THE CONQUER IS BLOODLESS. 190.3.a.1 applies Contested when he moves in; with no enemy units present 344.2 opens a Showdown at the next Cleanup instead of 323.9 staging a Combat, and 348.2.a / 348.2.a.1 establish Control and make it a Conquer. No attack is claimed, so 807.1.d / 383.4.e / 461 never come up on the second leg.
- IT ONLY FIRES WHEN YOU ARE THE ATTACKER AND ONLY ON A TIE. If you win the combat outright you did not need it; if you lose it (466.3.b — you are the only player with no units remaining) there is no tie and nothing to recall. It is insurance on the middle outcome, which is the common one against a garrison you cannot out-damage.
- ONE COPY IS ENOUGH: it is a static replacement on a permanent, so a second Symbol changes nothing. 103.2.b's three copies are draw insurance, not stacking.
- 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.
Steps
- Play Symbol of the Solari (E1). It has no [Equip] and attaches to nothing; it simply sits on your board and changes how your failed attacks end.
- Attack a garrisoned battlefield with two or more units. 190.3.a.1 applies Contested, 323.9 stages the Combat, 464.2.c.3 designates your attackers.
- Let the damage step resolve (465). Both sides still have units at the battlefield, which is 740.3.a's tie: 'units controlled by different players located at a battlefield where combat is taking place during the step 3d of the combat cleanup'.
- Step 3d would normally recall only your attackers (466.1.a.2). The Symbol replaces that with a recall of ALL units, so the enemy garrison goes to their base as well (455).
- The battlefield is now unoccupied. At the next Cleanup 323.6 takes their Control away, and 170.11.c's 'open' is satisfied on both halves.
- Still in your Main Phase, play Xin Zhao, Vigilant (E3 + 1 Order Power) to your base. Your recalled attackers are standing there, so 'two or more other units in your base' is true and he enters ready (143.4.a).
- Standard-Move him to the empty battlefield (144.4.a, paying 144.2's exhaust). 190.3.a.1 applies Contested, 344.2 opens a Showdown at the next Cleanup with no Combat, and 348.2.a.1 makes establishing Control a Conquer.
Per iteration
one enemy garrison of any size sent home and one Conquer, for E1 once plus E3 + 1 Order Power per repetition
How it ends
engine only — one evacuation per failed attack and one Conquer per Xin Zhao (three copies, 103.2.b); 470 caps the point at one per battlefield per turn and nothing here is unbounded
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 (docs/phase0/walks/2026-09-07-uncatalogued-order.md), issue #180 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.
HAND-WALKED 2026-09-07, issue #180 — the first entry to use OGN-227 or SFD-176. Card text verbatim from data/corpus_flat.txt. 'Tie' looked like an undefined printed term of the kind this project files R-numbers for; it is defined at 740.3.a, in the glossary section the catalogue already cites for 'alone' (740.2.a) and 'one on one' (740.2.b) but had never cited for this, and the definition names step 3d of the combat cleanup — the exact step 466.1.a.2 inserts and this card replaces. No reading was needed and none is filed. Trap check: 458 / 458.1 are cited so the recalled attackers are known to come home exhausted, which is why a second body is a use[] row and not a suggestion (the #165 discipline); the second leg is stated as 344.2 and explicitly not as an attack; 170.11.c is checked on BOTH halves, which the project's R31 retirement requires; 455 is cited so the recall is not mistaken for a move or a bounce to hand.
Walked against Core Rules 2026-07-16