E · Optimization & Practice · §16
Fourteen mistakes, several of which come from correctly reading a card that does not do what it looks like.
The engine is not inevitability and never becomes it. Take the point unless the engine step wins you the next two.
Tokens are not cards. , and ’s tokens produce nothing for the Legend.
One conversion per turn. Four outside-hand plays on the last turn of the game is three wasted cards.
It costs an empower and, more importantly, the Legend’s exhaust for that turn. Convert only when two Might changes the result.
, , and every Flow card shrink the trash. Each one raises the cost of all three Rhasa.
burns blind. Against a matchup that hinges on one , that is a real cost, and is the selective alternative.
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.
reaches spells costing three or less. With nothing eligible he is a three-Might body that cost you the turn.
Tapping all three for a proactive turn tells the opponent exactly what you cannot do next.
Six Energy and two Chaos Power for a body you could have hard-cast is the worst turn in the deck.
The battlefield is symmetrical and your bodies are the smallest on the table.
It has a hard cap, and holding it for a bigger target only makes it dead.
Rhasa and Baron with no way to reach them is the worst configuration this deck can be in. Cut payoffs first.
Three Order runes, and fixes Chaos. Four Order cards in a post-board deck will strand one of them.