E · Optimization & Practice · §16Common Errors

E · Optimization & Practice · §16

Common Errors

Fourteen mistakes, several of which come from correctly reading a card that does not do what it looks like.

1. Building the engine instead of taking the point

The engine is not inevitability and never becomes it. Take the point unless the engine step wins you the next two.

2. Counting a token play as an empower

Tokens are not cards. , and ’s tokens produce nothing for the Legend.

3. Banking empowers with no turns to spend them

One conversion per turn. Four outside-hand plays on the last turn of the game is three wasted cards.

4. Spending Assault 2 on a combat already won

It costs an empower and, more importantly, the Legend’s exhaust for that turn. Convert only when two Might changes the result.

5. Recycling your own trash

, , and every Flow card shrink the trash. Each one raises the cost of all three Rhasa.

6. Burning the card the game needed

burns blind. Against a matchup that hinges on one , that is a real cost, and is the selective alternative.

7. Exposing the Champion before it has produced value

It is the best repeatable trigger in the deck and the only one that comes back for free. Against removal, deploy it when it conquers rather than when it is castable.

8. Fizzing into an empty trash

reaches spells costing three or less. With nothing eligible he is a three-Might body that cost you the turn.

9. Spending the Power a reaction needed

Tapping all three for a proactive turn tells the opponent exactly what you cannot do next.

10. Casting The Harrowing with nothing worth returning

Six Energy and two Chaos Power for a body you could have hard-cast is the worst turn in the deck.

11. Leaving a unit defending alone at Forbidding Waste

The battlefield is symmetrical and your bodies are the smallest on the table.

12. Gusting something above three Might

It has a hard cap, and holding it for a bigger target only makes it dead.

13. Boarding out enablers and keeping payoffs

Rhasa and Baron with no way to reach them is the worst configuration this deck can be in. Cut payoffs first.

14. Bringing the Order sideboard without counting Order sources

Three Order runes, and fixes Chaos. Four Order cards in a post-board deck will strand one of them.