Deck thesisEvery unit is a body and a one-turn combat trick at once. Commit only enough to win the exchange in front of you.
Unit VelocityBodies and combat tricks in the same cardDistributed MightOne play, two battlefieldsReactive TempoLet them choose the fight, then answer itReplay ValueThrill and the Dais reuse play abilitiesCompressed MidgameStrongest before inevitability arrives
Resource hierarchy
The deck’s ability to generate value is not the limiting resource. Stable battlefield presence is.
1Scoring initiative and ready bodies
2Units in hand
3Restricted Power
4Battlefield geometry
5Temporary Might
Full treatment in §4 Resource Hierarchy.
Unit-velocity loop
Make them choosePlay the minimumAllocate the triggerStopConvert
Each stage is explorable in the guide’s overview dashboard.