B · Engine & Sequencing · §13
Six cards that are routinely misplayed, starting with the three that look like engine pieces and are not.
It makes a Gold gear token when it moves. Tokens are not cards, so that play produces no empower. What it produces is Energy, which matters in a deck holding three ten-cost units, and a one-Might body, which is the cheapest thing you can afford to attack with.
Pricing it as an engine piece is the most common construction error people make when copying this list. It is in here for the acceleration and the body.
Six Energy and two Chaos Power at Action speed, into an opponent with a full turn to answer whatever arrives. On it is the best turn in the deck; on a three-Energy Champion it is usually a bad rate that happens to be correct when the Champion is the engine you need back.
Its Equip cost recycles two cards from your trash. That is two Energy back onto every Rhasa in the list, paid as a cost rather than chosen. It is the first card out in almost every matchup, and §17 treats the slot as the deck’s most available flex.
Three Might or less, at reaction speed, for one Energy. That rate is excellent against the early game and blank the moment anything grows, which in this format is often the same turn. Holding it for a bigger target is a trap: it does not get a bigger target, it just becomes dead.
Killing it recycles up to four cards from trashes, plural. Against a recursion deck that is a targeted answer to their graveyard. Against no one in particular it is four cards off your own Rhasa discount, which is the opposite of what you want.
The only unconditional kill in the main deck, and its controller draws two. Aim it at something whose removal is worth more than two cards, which usually means a Legend-enabling engine unit rather than the largest body on the table.