B · Engine & Sequencing · §9
One conversion per turn, offensive only, and a Champion that is both the fuel and the outlet.
Empowering is free and automatic. Spending is not: it costs a disempower and an exhaust, which caps you at one conversion per turn and means the Legend contributes nothing on the turns you need it defensively.
When two Might decides an attack, and not otherwise. Assault 2 on a combat you already win is a wasted empower and a wasted tap, and the tap is the part you cannot get back.
When you are defending, when the attack is already lethal or already lost, and when holding the exhaust for a reaction-speed attack later in the turn is worth more than the certainty now.
Rhasa at six Might becomes eight while attacking, which crosses most defenders in the format. at twelve becomes fourteen, though by then two Might is rarely the question. A one-Might becoming three is more often the relevant conversion than either, because it turns a body that could not attack into one that can.
Anything that generates an empower on a turn when the Legend is already exhausted, in a game that will not last long enough for the bank to matter. That is most of what a fast game looks like.
is a three-Energy four-Might unit with one Chaos Power, and it is the most important card in the deck. Playing it empowers the Legend, its entry burns two, and its conquer trigger gives a spell in your trash Flow equal to its cost for the turn.
Early against decks that cannot punish it, because the burn compounds and the conquer trigger is the deck’s best repeatable engine step. Later against decks holding removal, because it is the one body whose loss costs you the engine rather than a card.
Conquering with it is the strongest single turn the deck has: two burned from entry, two more from the conquest, a point, a Flow target, and two empowers.
It goes to the trash like any other unit, and this list has no way to bring it back except , which is a six-Energy play for a three-Energy body. That is usually a bad rate and occasionally exactly right, because The Harrowing on the Champion is a second Burn 2 and a second empower.
The sideboard carries no second Chosen Champion, so your post-board identity never changes. Matchups shift through interaction density and through which payoffs you can afford to keep.