A · Fundamentals · §4Resource Hierarchy

A · Fundamentals · §4

Resource Hierarchy

Legend readiness first, then scoring windows, then Power, then trash composition. Empowers are never the scarce resource.

1. Legend readiness

The Legend’s ability costs a disempower and an exhaust. The exhaust is the real cost. However many empowers you have banked, you convert exactly one per turn, and the conversion is Assault 2 on a single attacker for that turn only.

Rules noteThe scarce resource is turns, not empowers. A turn with four outside-hand plays produces four empowers and one Assault 2, exactly like a turn with one.

That reframes most of the deck. Spreading outside-hand plays across turns is worth more than concentrating them, because each turn can only cash one. It also means an empower generated on the last turn of the game was never real.

2. Scoring windows

The engine does not win. Points do. Every turn spent building is a turn not spent scoring, and this deck has no inevitability to fall back on: it does not out-attrition control, and its Legend ability is offensive only.

Pilot noteWhen a turn offers either a point or an engine step, take the point unless the engine step wins you the next two.

3. Restricted Power

Energy is rarely the constraint after the trash starts discounting Rhasa. Power is. Two Chaos for or , one Order for or , and the sideboard Order cards on top of a three-rune base.

A left untapped is a reaction you can still make. Tapping all three for a proactive turn is a real decision, not a free one.

4. Trash composition

The trash is four resources competing for the same cards. Rhasa wants it deep and does not care what is in it. wants a spell costing three or less. wants a unit worth more than six Energy. Flow wants its own specific cards back.

5. Board presence

The resource experienced pilots undervalue here. Fourteen small units is not much, and a deck that spends three turns on selection while the opponent takes two battlefields does not get to use anything it found.