C · Positioning & Configuration · §10
Keep hands that can make Sprites on curve; the units are a bonus and the reactions are not a plan.
A two-Energy unit plus a Sprite maker gives you a body that survives alongside a body that does not. in particular wants to be down early, because it Empowers off combats it was in and the deck opens a lot of combats.
plus a Fountain is fine despite Call being the weakest maker, because Call is Hidden: you can pay for it on an earlier turn and deploy it for nothing on the turn the board matters.
On the play, take the cheap proactive hand every time. The deck’s advantage compounds turn over turn through the discount and a turn of head start is worth more here than a card.
On the draw, keep one more reaction than you otherwise would. You are behind on tempo and the deck has no way to catch up other than making their conquest turn expensive.
P(≥1 two-Energy unit in 4) = 1 − C(33,4) / C(39,4) ≈ 50.2%
Six two-Energy units, three and three , put a real early body in half of opening hands. The other half opens on a Fountain or on nothing.