B · Engine & Sequencing · §10Sequencing & Timing

B · Engine & Sequencing · §10

Sequencing & Timing

Burn before you count Rhasa, empower before you convert, and keep a Seal untapped for the reaction you are pretending to have.

Best proactive line

Champion into Minefield conquer

01Play the Champion from the Champion ZoneThat is already a card played from outside your hand, so the Legend empowers before anything else resolves.
02Burn 2Two cards into the trash: two off Rhasa’s cost, and two more Fizz and Harrowing targets.
03Conquer Minefield with itBurn two more. The scoring and the engine want the same battlefield.
04Take the conquer triggerA spell in your trash gains Flow equal to its cost for the turn.
05Play that spell from the trashA second empower, and the spell is banished afterwards rather than staying as Rhasa fuel.
Rules noteOne card produces a body, four cards of trash, a point, and two empowers. Nothing else in the deck does that.
Strategic purposeThe turn that starts the engine and scores at the same time, which is the only kind of engine turn this deck can afford early.
Failure conditionsBurning the one copy of a card the current game needed, with no way to retrieve it.

From the guide . §10 Sequencing & Timing

Order within a turn

  • Burn first. Every card that reaches the trash before you cast Rhasa is one Energy off its cost.
  • Play outside-hand cards before converting, so the empower you spend is one you already have.
  • Convert last, once you know which attack is short and by how much.
  • Leave the Power for the reaction you intend to represent, or accept that you are not representing it.

The Rhasa count

Rhasa’s cost is read as the spell is played, so anything that reaches the trash earlier in the same turn counts. A conquer, a move, and a together are five cards, which is five Energy off.

Reaction windows worth knowing

, , , and are all Reactions, which is a genuinely deep reactive suite for a deck that looks proactive. is an Action and is not, which is the difference between a selector you can hold up and one you cannot.

Star-Crossed is a rescue

It returns a friendly unit and an enemy unit. Held as a reaction, the friendly half saves the Champion or a from removal, and replaying either is another play trigger and another empower. Pilots read it as a one-sided answer and lose most of its value.

Hard Bargain and Repeat

Counter a spell unless its controller pays two, and Repeat lets you pay two more to counter a second. It is a tax rather than a wall, so it is worth the most on the turn they have committed their Energy elsewhere and worth very little on an open turn.

Seal of Discord as information

Three free gear that tap for Chaos. Untapped, they represent , or whether or not you hold one. Tapping all three to force a proactive turn tells the opponent exactly what you do not have.

Pilot noteThe practical checklist: burn, play out, count Rhasa, convert one empower, keep one Seal up.