C · Positioning & Configuration · §12
Six answers for six problems, and a strict rule against boarding out the Sprite engine.
The sideboard is six cards deep in effect: two , two , two , two , a second and a second .
The cut order is , then , then , then , then a single . Brutalizer first because the guide cannot tell you what it does; Mask and En Garde next because Section 11 explains why they were already fighting the plan; Stupefy because minus one Might rarely decides a combat.
She reads as a rescue spell and gets sided in as one, which undersells her. has Reaction, so she can be played at any time, including to a battlefield you already control. When she arrives she heals your units there, then moves one enemy unit from there to its base.◆src
Three things follow, and only the first is obvious. The heal saves a Sprite from damage already marked on it. The move takes a defender off the battlefield at the moment you are trying to conquer it, or takes an attacker off one you are trying to keep. And she is a unit that is not Temporary, deployed on the opponent’s turn, which is the one thing the entire Sprite engine cannot do for you.
and are singles in the main deck and singles again in the board, and that is a decision rather than a shortage. Both cost seven. A game gives you one seven-Energy turn, sometimes none, so a second copy in the opening deck is a card you cannot cast held in a hand that wanted a Sprite maker.
The sideboard copy is not there to make you draw them more often. It is there for the matchups where the first one gets answered and the game still goes long enough to need a second.
Every plan in Section 13 keeps the deck as the aggressor, including against control. The sideboard buys better conquest turns; it does not buy a different deck, and there is no matchup in which this list transforms.