3×Gear–Two bodies from one cardMakes a Sprite when played, then dies to its own Temporary and repeats the effect. One card, two Sprites, across two turns.
3×Spell–The wide turnTwo ready 3-Might Sprites at once, which is also two units toward the Legend’s discount.
2×Spell–The held oneHidden, so it can be paid for on an earlier turn and spent for nothing on the turn it matters.
Units you actually draw
7 cards
3×Unit2The only permanent bodyEmpowers when a combat it was in ends and keeps the +2. One of very few units here that is still on the board tomorrow.
3×Unit2Spell payoffGains +1 Might for the turn on every spell you play, and this deck plays twenty-four of them.
1×Unit7The resetGives every enemy unit -3 Might for the turn, to a minimum of 1. Accelerate lets it arrive ready.
Reaction spells
16 cards
3×Spell–The counterCounters a spell costing no more than 4. In 56.1% of the 25 sampled lists, which makes it the format’s most-played answer and yours too.
3×Spell–Combat swingPlus two Might for the turn and a card. The card is why it is not only a combat trick.
3×Spell–Cheapest interactionOne Might off, minimum one, and draw. A single point rarely decides a fight, so treat this as a cantrip that sometimes matters.
3×Spell–The tensionPlus one, and another plus one if it is the only unit you control there. This deck goes wide, so it turns its own En Gardes off unless the wide part is somewhere else.
2×Spell–Real removalFour Might off for the turn, to a minimum of one. The only reaction here that turns off a big attacker outright.
2×Spell–Move theirsMoves an enemy unit rather than answering it, which against a conquest plan is often better than killing.
Movement & gear
7 cards
2×Spell–RepositioningSwaps two of your units between locations if at least one has Temporary, and draws. Your Sprites always qualify.
3×Gear–The other tensionPlus one when a friendly unit attacks or defends alone. Same problem as En Garde: it pays for the battlefield you did not flood.
2×Gear–Equip slotAttaches to a unit you control for one Calm. Its printed effect is not in our card data, so this guide does not describe one; check the card before relying on it.
The button
1 cards
1×Spell–Symmetrical resetExhausts all your units, then deals 12 to every unit at a battlefield, yours included. Your Sprites are 3 Might and die with theirs.
Legend, champion & battlefields
5 cards
1×Legend–The whole deckFour Energy and a tap for a ready 3-Might Sprite, costing one less for each friendly unit with Temporary.
1×Champion3Champion ZoneLeaves a Sprite behind at every location she moves away from. Not shuffled: she starts in the Champion Zone.
1×Battlefield–Converts a dying SpriteAt the start of your Beginning Phase you may kill a unit you control here to draw. Your Sprites are already dying in that phase.
1×Battlefield–The one you holdDraws when you hold here, which is the half of the game Sprites cannot do for you.
1×Battlefield–The one you conquerDraws for each other battlefield you control when you conquer here. Conquest is what this deck is for.
Might, Energy and Power appear only where the guide states them; anything it leaves unstated is left blank rather than filled in with an invented value. Energy, Might and domain are the printed values. Brutalizer is listed with no effect line because the card data available gives only its equip cost, and this guide does not invent the rest.
Sideboard · 10
2×A permanent body, on their turnA unit with Reaction, playable 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. In most decks that is a rescue; here it is the deck’s only way to add a non-Temporary body after the opponent has committed, and the bounce can empty a battlefield of defenders at the moment you are trying to take it.
2×Gear enginesA body that kills a gear on the way in, for decks whose plan is attached to something.
2×Body-domain threatsFive Might off an enemy Body unit, ignoring Deflect while paying for it. In 22% of sampled sideboards.
2×Fury matchupsPlus four Might to a friendly unit in combat with a Fury unit, or being chosen by a Fury spell.
1×Wide boardsThe second copy. One-of in the main deck and one-of here because seven Energy is a turn you can only afford once in most games; the second exists for the matchups where the first was answered, not for drawing both.
1×When the board is lostThe second reset, and the same logic: a one-of because it is a concession card. You want to draw it in the games you are losing and never in the games you are not, and two copies main would mean drawing it in both.
Default championLillia, Fae Fawn, guaranteed from the Champion Zone: 3 Energy, 3 Might, and a Sprite left behind at every location she moves away from.
No alternativeThe list registers one champion. Moving her is itself a Sprite, so repositioning is never a purely defensive decision. §6 →
From the guide . §2 Exact Configuration
The configuration covered is as the Legend with as the Chosen Champion, on the 40-card list linked above. The deck is Calm and Mind, which is the Legend’s printed identity, and it runs three battlefields: , and .
This is the list to begin testing from and the guide does not change it. There is a real case to be made against several slots, and Section 11 makes it, but the argument is about which cards the deck should not want, and that is a question testing answers rather than an author.
One card this guide cannot describe
⚠ Warning returns from the card database with its equip cost and nothing else: no effect line. Rather than invent one, the guide treats it as an unknown, keeps it in the deck list where it belongs, and names it first whenever a matchup needs two free slots. Read the physical card before relying on it.