A · Fundamentals · §1Archetype Identity

A · Fundamentals · §1

Archetype Identity

A token tempo deck whose entire board expires every turn, so every point it scores has to be a conquest.

Lillia Sprite Tempo makes 3-Might units out of Energy rather than out of cards. The Legend, the champion, one gear and two spells all produce the same token, and by the middle of a game most of what you control was never in your deck.

What separates it from every other go-wide deck is that the tokens carry Temporary. They die at the start of your own Beginning Phase, before scoring, every turn, without the opponent doing anything. The deck therefore cannot bank a board, cannot sit on a battlefield, and cannot wait for a better turn.

The conquest loop

Make the first SpriteWiden while it gets cheaperConquer with what dies anywayConvert the corpsesHold with something real

Strategy thesisSprites conquer and never hold. Every point comes from a body that will not be there tomorrow, so take it today.

That constraint is not a drawback attached to an otherwise normal deck. It is the deck. It decides the mulligan, it decides which battlefield you fight for, it decides that a turn spent developing without conquering is a turn the Sprites were wasted, and it is the reason a permanent 2-Might body like is more valuable here than its statline suggests anywhere else.

Closer to token tempo than to a swarm deck

  • Bodies come from Energy, not from cards.
  • Each body makes the next one cheaper.
  • The board is at its largest on the turn you make it and at zero the following morning.
  • Points come from conquest, which is a thing you do on your turn.
  • Holding is somebody else’s plan and needs somebody else’s unit.

What the deck is not

  • A grindy value deck. It has card draw, but the draw is attached to units dying on schedule.
  • A combo deck. There is no assembly step and nothing to protect.
  • A control deck, despite sixteen reaction spells. Reactions here buy conquest turns; they do not buy time.
  • A deck that can play a long game. Every turn it does not score is a turn it paid Energy for nothing.