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A · Fundamentals · §2Recommended 50-Card Configuration

A · Fundamentals · §2

Recommended 50-Card Configuration

The Guangzhou main deck unchanged; the sideboard swaps Divine Judgment for The Ruination.

Conversion engines

9 cards
3× GearThe outlet itselfThe kill is an effect, not a cost — the opponent may react before it resolves.
3× SpellThe outlet itselfKill is an additional cost. Deathknell resolves before the draw and rune.
2× SpellSets fodder to 5Sets base Might to 5; arithmetic modifiers still apply. Recoverable Legend discard via Flow.
1× BattlefieldControlled Beginning-Phase kills. Triggers before scoring — verify the Hold first.

Deathknell infrastructure

21 cards
3× Unit3Payoff 2→3 · fodder 3→4 (empty)Deathknell multiplier. Setup-sensitive engine, not a curve obligation.
3× Unit5Fodder 5→6Natural five-Might Hook bridge and recursion engine.
3× Unit1Fodder 1→2 · legal hitCard-producing Deathknell fodder and early presence.
3× Unit1Fodder 1→2 · legal hitRune acceleration — runes enter exhausted; improves subsequent cycles.
2× Unit2Payoff 1→2 · fodder 2→3Early body; a specific 1-Might Hook search target.
1× Unit1Fodder 1→2 · legal hitBest Glasc target when the requirement is rebuilding multiple bodies.
1× Champion3Champion Zone · not shuffledStarts in the Champion Zone (not shuffled). Draws two if it dies during the Beginning Phase.
3× Unit6Payoff 5→6 · fodder 6→7Ideal Hook fodder: converts 6 into a potential 7 while triggering four damage.
2× Unit7Payoff 6→7Deathknell ignores Energy, not Power — plan the Power before it dies.

Interaction & battlefield control

9 cards
2× GearNot generic removal — evaluate against the two-card compensation.
2× Unit5Fodder 5→6Attack-triggered Stun; natural five-Might bridge.
1× Unit2Payoff 1→2 · fodder 2→3Highest-tempo Glasc target when play trigger and Stun are live.
3× Unit6Payoff 5→6 · fodder 6→7Copying it does NOT retrigger the kill — the play trigger requires being played.
1× Unit7Payoff 6→7Compression against wide boards. Copies do not apply the global reduction.

Copy engine

3 cards
1× LegendReady Reflection at the scoring battlefield; costs a discard and exhausts the Legend.
2× SpellReady at base — can move and trigger Rift Herald’s movement ability.

Exact Might for low-tier bodies is not published in the guide, so those are described as 1–2 rather than given invented values. Energy and Power appear only where the guide states them.

Sideboard · 10

The Ruination replaced Divine Judgment
1×Slow hand-dependent strategiesStrongest when temporarily removing one critical answer converts directly into a Hold or conquest.
1×One protected defenderAttack trigger punishes consolidated protection.
1×More early bodiesImproves the early exchange rate.
1×Low-removal fortress matchupsMatchup-specific alternate champion. Prevents Temporary at its battlefield.
1×More grind & Hook densityThird copy improves threat density and attritional resilience.
2×Equipment enginesKey interaction in the mirror — Baited Hook is Gear.
1×Temporary buffs / modified tall unitAlso a second Harnessed Dragon trigger on your own board.
1×Wide boardsMedium-cost battlefield compression.
1×NewWide boards (ceiling)Replaced Divine Judgment. Asymmetric reset & reconstruction — 9 Energy, 3 Order Power.

Default championLeBlanc, Fragmented — immediate pressure, a reliable Deathknell, and the more resilient blind choice.

Matchup-specificLeBlanc, Everywhere At Once is a specialised proactive fortress plan for low-removal matchups only. §18 →

From the guide — §2 Recommended 50-Card Configuration

Retain the Guangzhou main deck unchanged — the configuration that finished 5th at the Guangzhou City Challenge, covered here as LeBlanc, Deceiver with LeBlanc, Fragmented.◆src

The only change from the published sideboard is: −1 Divine Judgment, +1 The Ruination.