Combo · ALT WIN
A Towering Combatant holds The Grand Plaza from turn two and a hidden Mischievous Marai is its seventh unit for no Energy — seven behind a six-Might Tank for a turn-four Hold
Pieces
- The Grand Plaza ×1
OGN-293 · battlefield
When you hold here, if you have 7+ units here, you win the game.
- Towering Combatant ×1
UNL-099 · enabler · body
[Shield 2] (+2 Might while I'm a defender.) [Tank] (I must be assigned combat damage first.)
- Mischievous Marai ×1
UNL-003 · engine · fury
[Hidden] (Hide now for 1 Power of any domain to react with later for 0 Energy.) When you play me to a battlefield, deal 2 to an enemy unit here.
- Pit Rookie ×1
OGN-136 · enabler · body
When you play me, buff another friendly unit. (If it doesn't have a buff, it gets a +1 Might buff.)
Payoff
Deck
- Legend's Domain Identity includes Body and Fury (103.1.b.3): the Combatant and the Rookie are Body, Mischievous Marai is Fury, The Grand Plaza is Colorless. Synthesized for Body/Fury (#524), the least-covered legend pair not yet worked, and walked with OGN-249 Relentless Storm, UNL-111 Determined Sentry (Body, E1, the one unit at Energy 1 or less in either domain) as three of the bodies and OGN-013 Pouty Poro (Fury, E2) as the fourth.
- Seven units at the Plaza when your T4 Beginning Phase starts: three Sentries, the Combatant, the Rookie, a fourth body and Mischievous Marai, played from Hidden on their turn or on your T3.
Run play
Prerequisites
- SEVEN CARDS, SEVEN UNITS, NO SLACK: going first you have seen seven cards by T3, and no Body/Fury card at Energy 4 or less puts two units on the board for one card (VEN-023 Zed's Shadow Clone costs a discard), so every one of the seven has to be a unit that reaches the Plaza. Under the walked legend, OGN-249 Relentless Storm, which adds no Energy, the Tank and six more bodies cost 4 + 1 + 1 + 1 + 2 + 2 + 2 = 13 Energy against the 12 of T1 to T3; the hide turns the thirteenth into one Power from a rune that has already paid its Energy (164.2.b). The other Fury/Body legend, VEN-141 Butcher of the Sands, pays the thirteenth Energy itself (two recycled runes for E2 for units, once a turn) and needs no Marai: seven with the Tank on the board by the end of T3 in 0.0160% of games, about fifteen times this shell's rate (the play's Leads, not walked).
- KILL PRICE (#503): 6 Might at the end of your T3 (5 at the end of your T2). The unit an attacker must kill first is the Combatant, [Tank] (815.1.b, 815.1.c.2), 3 + 2 ([Shield 2], 814.1.c) + 1 (the Rookie's buff, 703) as a defender. Kept hidden into their attack, Marai is an extra defender (464.2.c.3.a) that deals 2 to an attacker (811.1.d.2), so an attack whose Might includes a 2-Might attacker loses it: the price becomes 6 Might after taking out their largest attacker of 2 Might or less. Walked in docs/plays/2026-10-27-a-hidden-marai-is-the-seventh-unit-for-no-energy-so-a-tank-fits-by-turn-three-and-their-six-still-take-it-to-six.md against the Calm/Order Radiant Dawn deck of the three earlier Plaza slices: their two attackers are 3 Might each, Marai's 2 kills neither, the Combatant dies and nothing else does, and the T4 Hold sees six.
- THE ONE BOARD IT WINS ON T4: 5 Might or less ready in their base on their T3, or 6 or 7 in which one attacker is 2 Might or less (Marai kills it before damage), and no answer spell. 383.2.a.1 counts the seven when the Hold happens.
- THE CHEAPEST SPELLS, pool-wide, priced against the target: OGN-133 Flurry of Blades (Body, E1) deals 1 to every unit at battlefields and kills the three Sentries; OGN-169 Gust (Chaos, E1) returns a Sentry or the Rookie, but not the buffed Combatant (4 Might outside combat, 814.1.d.1, over Gust's 3), and the Pouty Poro only for one more Power ([Deflect], 809.1.c). One kill or bounce is enough: the board is exactly seven.
- NO SPELL IN THE LINE: VEN-045 Helm of Suppression, which moved the slice-1 and slice-3 Plaza lines to T5, taxes only spells, and a card played from Hidden ignores its base cost (811.1.b). The Helm does nothing here.
- TURN CLOCK: npm run adversarial -- --turns prints T4 against the Body/Fury Hold baseline of T5. It prices the Combatant (E4), the Rookie (E2), Marai at its printed E2 and four bodies at E1 each (UNL-111 Determined Sentry, the cheapest Body body): twelve Energy, which completes on T3. By hand the line is 11 Energy and 1 Power, because only three Sentries exist (103.2.b) and the fourth body costs E2, and Marai's hide costs one Power and no Energy; the two errors cancel and the clock does not model [Hidden]. It uses no readying effect, no readying rune (#513) and no [Accelerate] (#517).
- HOW OFTEN: seven units on the board at the Plaza by the end of T3 going first, with the Tank among them, in 0.0011% of games with three each of Determined Sentry, Towering Combatant, Pit Rookie, Mischievous Marai and Pouty Poro in the 39-card draw pile (Tournament Rules 402.1), computed exactly over ordered draws and every way to spend 2, 4 and 6 Energy with the hide on T2, mulligan ignored; seven in any form in 0.0060%. A Marai hidden on T3 is not a unit at the end of T3 (811.1.b, 'Beginning on the next turn'): it becomes the seventh only inside a chain or showdown the opponent opens on their T3, and counting it the figures are 0.0077% and 0.0129%. 485.5 puts the Plaza in play one game in three.
- THE WALK DOES NOT WIN BY T5: after their T3 kills the Combatant your hand is empty, the T4 draw is a second Combatant (5 as a defender, unbuffed), and their T4 attack with 6 from base kills it and a Sentry. Five at the T5 Hold.
Bodies no card supplies
Get two of your units onto The Grand Plaza by the end of T2 and two more onto it on T3
Steps
- Bring The Grand Plaza as one of your three battlefields; 485.5 picks the one in play at random.
- T1: play two Determined Sentry to base. T2: they walk onto the empty Plaza and Conquer (144.4.a, 316.8.b.1, 348.2.a.1), Towering Combatant is played straight onto it (355.2.a), and a rune exhausted for that Energy is recycled for one Power (164.2.b) to hide Mischievous Marai there (811.1.b). Three units and a facedown card; one kill costs 5 Might.
- T3: a third Sentry (E1), Pit Rookie (E2, its buff on the Combatant) and a fourth body (E2) onto the Plaza, five Energy from the five runes left. Six units, one kill costs 6 Might, and Marai is the seventh: played from Hidden for no Energy on your T3, or kept for their attack's showdown (346, 309.1.a), where it defends (464.2.c.3.a) and deals 2 to an attacker.
- Their T3: all seven must survive it. An attack has to assign the Combatant lethal damage before any other unit (815.1.b, 815.1.c.2).
- T4 Beginning Phase: the Hold (315.2.b.2, 469.2) fires the Plaza, 383.2.a.1 counts the seven at that instant, and 195 gives you the game.
How it ends
you win the game at the T4 Hold, if all seven units are still at The Grand Plaza when your Beginning Phase starts
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
- Play 2026-10-27 (docs/plays/2026-10-27-a-hidden-marai-is-the-seventh-unit-for-no-energy-so-a-tank-fits-by-turn-three-and-their-six-still-take-it-to-six.md), issue #524 2026-10-27 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.
SYNTHESIZED 2026-10-27 for #524, the fourth slice of shape 2 (identity-first) of #200: Body/Fury had seven finishers and none clocked by T4. CANDIDATE, not verified: walked once as a game, going first, and in that walk it did not win on T4, because the opponent had 6 Might ready in base in two 3-Might attackers; it did not win by T5 either. Card text verbatim from data/corpus_flat.txt.
Walked against Core Rules 2026-07-16