D · Matchups · §13
Ten matchups covering the top of the sampled field, each with a boarding plan and a posture.
9 shuffled units after boarding · at or above the floor of 7.
Bring in
Take out
They convert cards from outside their hand into board, so a race is usually better than a grind: your Sprites cost less than their engine does.
Conquer early and often. Every turn the game goes long is a turn their card advantage matters and your Temporary units do not.
Hold for the spell that rebuilds their board rather than the first one they cast.
Preserve · · Keep the permanent bodies. In a long game they are the only units you have that are still there on the turn a hold would score.
Avoid · Do not spend on a body they can replace. It is your only real removal and it is worth their best unit, not their cheapest.
Structural problem → the card that answers it. Each sideboard slot exists for a specific structural reason, not a general one.
From the guide . §13 Matchups
The ten matchups below are the ten most-represented Legends in the August 2026 archetype slice, from Kennen at 9% down to Draven at 3%. That slice is one format over one window, so treat the shares as a ranking rather than as the metagame.
Every cut comes from the order in Section 12, so no plan touches a Sprite maker. Where a plan moves only one card it is because the matchup asks for one card, not because a second slot was hard to find.
Four cards matter against this deck in almost every matchup, and none of them is matchup-specific. Gust at 20.7% of sampled maindecks and at 48.8% return a 3-Might unit to hand, which for a token means it stops existing. at 56.1% and at 20% counter spells, which is a narrower problem than it sounds: see Section 6 for which of your cards are spells at all.