E · Optimization & Practice · §14
Seven ways to lose with this deck, five of which are the same mistake wearing different clothes.
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Before the first action
Every turn
Your Beginning Phase
From the guide . §14 Common Mistakes
The one that costs the most games. It feels like development and it is a scheduled loss of everything you spent the turn on. If you cannot conquer this turn, ask whether the Energy should have gone into a reaction instead.
The Fountain is a gear. The ability counts units. This mistake costs exactly one Energy and it happens on the turn when one Energy is the difference between one Sprite and two.
Section 11 in practice: you spent two Energy on a card that pays for lone units and then made sure you had none.
The Lab is a free card in this deck and it is easy to forget because it triggers during the phase where you are watching your board disappear.
It exhausts your units and deals 12 to every unit at a battlefield including yours. Seven Energy that takes no points is the most expensive turn available to this deck.
Akali, Silent cannot be chosen by enemy spells or abilities unless she is in combat, and she is in a third of the sampled Akali maindecks. Check that combat has opened before spending .
is the card that rebuilds a turn and it is the card a held most wants to see. When they have Energy open and the Legend is still ready, the Legend’s Sprite is the play that cannot be countered by either card the field is holding.
Seven units in the deck. If all of them have traded, the deck can conquer forever and never hold, and against a deck that holds two battlefields that arithmetic loses.