C · Positioning & Configuration · §14
The slots that are genuinely arguable, and the ones that are not.
Four each of the threats, the Cutter and the cantrips are not arguable. What is arguable sits in the last six or seven cards.
A combat trick that becomes a damage multiplier with delirium. Against a field that blocks well it is excellent, and against one that removes rather than blocks it is the second card to cut.
Four is defensible purely as free triggers. Reading them as protection is what is not defensible, and a list that wants insurance rather than triggers should be playing something that answers exile.