Combo · ENGINE
Wuju Master at Level 11 — the only permanent 'your units enter ready', and the XP that pays for it
Pieces
- Wuju Master ×1
UNL-191 · legend · calm/body
[Level 6][>] Your units have +1 Might. (While you have 6+ XP, get the effect.) [Level 11][>] Your units enter ready.
- Blood Rose ×1
UNL-109 · engine · body
When you play a unit, you may pay 1 Energy to gain 1 XP. Spend 3 XP, Exhaust: Ready a unit.
Payoff
Deck
- Legend domains cover Calm and Body — Wuju Master is the legend (103.1.b).
Prerequisites
- SPENT XP LOWERS YOUR LEVEL. 824.1.b.1 makes [Level N] short for 'While you have N or more XP, this card gains [Text]', 824.1.d says the ability 'will be Inactive as soon as the controlling player has less than [N] XP', and 730.2 says spending XP reduces the value marked on you. It is a current balance, not a historical threshold.
- That makes Blood Rose both the ramp and the drain: its own 'Spend 3 XP, exhaust: Ready a unit' drops you from 11 to 8 and TURNS OFF 'your units enter ready' until you climb back. CORRECTED by the 2026-09-04 walk: the sinks to watch inside a Calm/Body deck are UNL-102 Crowd Favorite (2 XP) and UNL-119 Kha'Zix, Evolving Hunter (3 XP). UNL-203 Keeper of the Hammer (Body/Order) and UNL-201 Voidreaver (Body/Chaos) are LEGENDS and a deck has exactly one legend, which here is Wuju Master, so neither can ever appear alongside it.
- Climb rate: Blood Rose charges 1 Energy per unit played, and 185.2.a ('Tokens can be played by their owner if their card type is played') means UNIT TOKENS COUNT — every Recruit, Sand Soldier or Bird token played is 1 XP for 1 Energy. In Calm+Body the legal generators are UNL-044 Flurry of Feathers (four Bird tokens, 4E 2P), UNL-033 Frisky Hunter, SFD-031 Desert's Call, and the colorless battlefields OGN-275 Altar to Unity and UNL-217 Trapping Grounds.
- SFD-031 Desert's Call is NOT a scalable XP bomb: 820.1.c.3 says 'Each Repeat Cost can be paid only a single time', so its [Repeat] gives two Sand Soldiers, not N.
- Why Level 11 is the ceiling of the domain: 143.4 says 'Units enter the Board exhausted', and a sweep of the pool finds only one other permanent, free, all-units answer to it — and it is a legend, so it cannot be drawn, killed or cost a card. Everything else (OGN-129 Confront, SFD-004 Bushwhack) lasts a turn, or is a single body (OGN-011 Magma Wurm).
- The actionable form of the trap is a band, not a warning: in the 11-13 XP range simply do not use Blood Rose's ready. You do not need it — once [Level 11] is live, 'your units enter ready' already does the job that ability exists for, so the sink is redundant exactly where it is dangerous. It becomes safe again at 14+.
- Cheapest ramp, missed by the entry: OGN-275 Altar to Unity is a COLORLESS battlefield — 'When you hold here, play a 1 Might Recruit unit token in your base.' By 185.2.a that Recruit is a unit play, so Blood Rose turns every hold into 1 XP for 1 Energy, spending no card. Better than UNL-044 Flurry of Feathers (E4 P2 for four Birds, i.e. 4 XP for 4 more Energy plus a card).
- WHAT IT PRODUCES IS CONQUERS, NOT TOKENS (corrected 2026-09-06). The old 'token-body-engine' label came from a display name and this line creates no token at all. 143.4 ('Units enter the Board exhausted') is what [Level 11] switches off, and a body that enters ready can spend its own exhaust on a Standard Move (144.2) the turn it lands — which is the whole tempo claim. Domain Identity keeps it out of every conquer consumer today (Calm/Body against Order is three domains), so the label publishes nothing either way; it is now simply true.
Steps
- Blood Rose on the board. Every unit you play, including unit tokens (185.2.a), can be turned into 1 XP for 1 Energy.
- Climb past 11 XP and hold there. [Level 6] switches on '+1 Might to your units' along the way.
- At 11 or more XP, 'Your units enter ready' is live: everything you play acts the turn it lands, ignoring 143.4.
- Only spend XP with a margin: dropping under 11 turns the ability off immediately (824.1.d).
How it ends
engine — permanent 'your units enter ready' once you are at 11 XP and stay there; a multi-turn clock, and the level falls the moment you spend below the threshold
Sources
Walked here, in this project
- Hunt L8 — Body (docs/phase0/hunt3/L8-body.md), candidate B4 2026-09-04 record
- Hand walk 2026-09-04 2026-09-04 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 2026-09-04 (docs/phase0/walks/2026-09-04-nine-domain-lens-candidates.md), issue #29. Both texts verified verbatim against data/corpus_flat.txt on 2026-09-04, and 824.1.b.1, 824.1.d, 730.2, 185.2.a, 820.1.c.3 and 143.4 verified against the Core Rules. The new authoring trap this entry carries — spent XP lowers your Level, so a [Level N] deck full of XP sinks fights itself — is not registered anywhere else in the project yet and is the same failure shape as the 2026-09-04 BURST audit: an entry that does not close with the quantities it declares. 'token-body-engine' is the closest feature ('Repeatable ready bodies … bounded by cards in hand') and it is a stretch: the bodies here are real units, not tokens. Trap check: [Hunt] is both Conquer and Hold (823.1.b) so it can raise XP without attacking, but holding needs the unit at the battlefield in your Beginning Phase and a [Temporary] token dies before scoring (816.1.b) and never holds; the Energy is spent in the Main Phase, so 167 does not bite. WALK: holds after a rewrite, and the new trap survives — 824.1.b.1, 824.1.d and 730.2 confirm that Level is a current balance and spending XP walks it down. But the walk also resolves the tension B4 raised: once [Level 11] is live, 'your units enter ready' already does what Blood Rose's ready exists for, so the sink is redundant exactly where it is dangerous, and the actionable form is the 11-13 band. Two of the four listed sinks were legends that can never share a deck with Wuju Master, and are removed. The 'only permanent your-units-enter-ready in the pool' claim was re-swept and stands: the other six are one-turn, one-body, or tokens only. PRODUCES CORRECTED 2026-09-06 (docs/phase0/walks/2026-09-06-draw-lens-candidates.md, issue #59's extra task; the mislabel was recorded in section V of docs/phase0/walks/2026-09-06-issue63-payoff-lens.md and left for this walk). It carried 'token-body-engine' from an older display name, 'Repeatable ready bodies', and it makes NO token. What it produces is repeatable Conquers: 'conquer-engine' is the feature whose description was deliberately broadened in #64 to 'Conquers taken over and over, each carrying whatever rider the entry names — a draw, a ready, a relocation', and both riders are named there. For Wuju Master the rider is the READY: 143.4 makes units enter exhausted, so [Level 11] is what lets a body played this turn take its Standard Move (144.2) to a battlefield and take it, turn after turn. It is not a resource-engine — no Energy or Power comes back — and it is not token-body-engine, since the bodies are printed units.
Walked against Core Rules 2026-07-16