Deck MapDeck Map

Deck Map

Deck Map

The carrier

3 cards
1× Champion4Champion ZoneDeflect, and +1 Might this turn whenever she is chosen OR readied. The Legend readies her when you choose her, so one spell that names her is two triggers and two Might, not one.
2× Unit4The other carrierCannot be chosen by ENEMY spells and abilities unless in combat. Your own spells choose her freely, so she carries the engine and dodges the answer to it at the same time.

Bodies that move themselves

11 cards
3× Unit0Two Energy, one cardZero Might still conquers and holds, per its own reminder text. Draws on play, and its Deathknell reveals their hand and gains XP.
3× Unit2The repositionerOn play you may choose a friendly unit and swap the two locations. Choosing is the Legend trigger, so this moves a carrier AND readies it.
3× Unit3Cards from movementDraws when it moves. The deck moves units constantly, so this is a repeatable card rather than a one-off.
1× Unit3Ramp off combatBackline, so it is assigned combat damage last. Once a turn, an enemy unit dying while it is at a battlefield makes a Gold gear token that sacrifices for a rainbow.
1× Unit3Turns spent gear into MightOn conquer you may kill a gear to buff it. A buff is permanent where a trick is not, and the deck runs six gear.

Gear

6 cards
2× GearAttach for one CalmEquip is an ability that attaches it to a unit you control. Attaching chooses that unit, which is a Legend trigger and a ready.
2× GearAttach for one ChaosThe Chaos half of the same idea. Two Equip costs in two domains is why the rune split is even.
1× GearAttaches on the way inPlayed from face down it attaches itself to a unit you control here, so it arrives and equips in one action.
1× GearThe insuranceThe next friendly unit that would die is killed as this instead and recalled exhausted. Recall is explicitly not a move, so move triggers do not fire off it.

Tricks that also ready

8 cards
3× SpellThe signature swingGives one unit +2 and another -2 this turn. It chooses BOTH, so used on your own carrier and their blocker it is a four-Might swing and a Legend ready.
3× SpellTrick that replaces itselfTwo Might and a card. The draw is why this is the trick to hold when you are unsure you will need one.
2× SpellRewards the lone carrierPlus one, and one more if it is the only unit you control there. Written for exactly the board this deck wants, and the reason a second body at the same battlefield costs you Might.

Movement and reach

4 cards
2× SpellMove plus readyMoves a friendly unit and readies it, by itself. Choosing it is a second ready off the Legend, so one card can produce two.
1× SpellThe escapeMoves up to two friendly units to base at Reaction speed. It answers a showdown you have already lost rather than winning one.
1× SpellSymmetric bounceReturns a friendly unit and an enemy unit to hand. It is in 48.8% of the sampled field, so expect it pointed at your carrier as often as you point it at theirs.

Interaction and selection

8 cards
2× SpellPositional removalMoves an enemy unit rather than killing it. Against a deck that needs a body somewhere, moving it is removal.
3× SpellThe counterCounters a spell costing no more than 4 Energy and no more than one rainbow of Power. It answers a spell and nothing else.
1× SpellCounter with no capCounters a spell with no cost cap and returns it to hand rather than trashing it. The one answer here to something Defy cannot reach.
2× SpellSelectionLook at three, take one, recycle the rest. One Energy at Action speed, so it fits inside a showdown.

Battlefields

3 cards
1× BattlefieldSymmetricWhen A PLAYER plays a spell, they may give a unit they control here +1 Might this turn. A player, not you: a reaction-heavy opponent gets the same bonus, so this is the battlefield to be careful about contesting.
1× BattlefieldPays the carrierOn conquering here with one or more Mighty units you may pay 1 to draw 1. Mighty is 5 or more Might, which a bare Fervent at four does not reach until a trick resolves.
1× BattlefieldPays next turnOn conquering here, ready 2 runes at the end of this turn. It pays for the following turn rather than this one, which suits a deck whose pinch is the post-conquest Legend ready.

Legend

1 cards
1× LegendCalm and ChaosWhen you choose a friendly unit, you may exhaust her and pay a rainbow to ready it. When you conquer, you may pay 1 Energy to ready her. The second half is what lets the engine run more than once a turn.

Runes

12 runes
Calm Rune
Chaos Rune

Might, Energy and Power appear only where the guide states them; anything it leaves unstated is left blank rather than filled in with an invented value. Energy, Might and domain are the printed values from Riftcodex, and the rune split is the registered one rather than an even guess.

Sideboard · 10

1×Decks holding Star-CrossedPlus one Might and it cannot be chosen by enemy spells this turn, with Flow 2 so it comes back once. The single best card against a deck that answers by choosing.
1×Decks holding Star-CrossedCounters an enemy spell or ability that chooses a friendly unit or gear. Narrow by design, and it answers exactly the thing that beats this deck.
1×Mirror and big single bodiesThe second copy, for mirrors and for any deck committing one large body you cannot out-size.
1×Expensive key spellsThe second uncapped counter, against decks whose key spell costs more than Defy can reach.
1×Long gamesReplays a spell of 3 Energy or less from the trash for free. Best where Defiant Dance or Discipline is already there.
2×Decks that go wideFor decks contesting more than one battlefield, where a single loaded carrier cannot cover both.
1×Long gamesThe second copy, where the game runs long enough to convert spent gear into permanent Might.
1×Answer-huntingWhere the deck needs to find one specific card rather than more bodies.
1×Fast startsA cheap body for matchups that punish a slow opening, taking a slot from the top end.

Default championIrelia, Fervent. Five Energy, four Might, Deflect, and +1 Might whenever she is chosen or readied.

The other carrier is not a championAkali, Silent sits in the main deck rather than the Champion Zone, so the choice between them is made on the turn you load one, not before the game. §12

Might distribution

13 shuffled units
30
0 Might3×
01
32
2 Might3×
53
3 Might3×1×1×
34
4 Might1×2×

Energy curve

40 cards
121
Energy 13×2×2×3×2×
162
Energy 23×3×2×1×3×2×1×1×
53
Energy 31×2×1×1×
64
Energy 42×3×1×
15
Energy 51×

4 cards sit outside the curve: the Battlefield and the Legend are played from their own zones and have no Energy cost.

Card types

Unit14
Unit1×2×3×3×3×1×1×
Spell20
Spell3×3×2×2×1×1×2×3×1×2×
Gear6
Gear2×2×1×1×

40 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.

Power by domain

Calm27 · 10 Power
Calm1×2×3×3×1×2×1×3×3×2×2×3×1×
Chaos18 · 6 Power
Chaos3×1×2×1×3×2×1×1×1×2×1×
Colorless3
Colorless1×1×1×

13 of 44 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.

Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.

Unit density explorer

floor ≈ 11

+ Bring in (tap to add copies)

− Take out

13shuffled units✓ Stable
911 floor17

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