A · Fundamentals · §4Resource Hierarchy

A · Fundamentals · §4

Resource Hierarchy

Energy first, then conquest windows, then non-Temporary bodies, then Legend readiness, then cards.

4.1 · Energy

In most decks Energy converts cards into board. Here it converts directly into board, which makes it the deck’s primary resource rather than its enabling one. The Legend ability costs 4 and a tap, less one for each friendly unit with Temporary, so the same Energy total buys wildly different amounts depending on what is already standing.

Pilot noteCount the discount before you decide the turn, not after. A turn that looks like one Sprite is often two, and a turn that looks like two is sometimes one plus a held reaction, which is usually better.

4.2 · Conquest windows

A conquest window is a turn on which a battlefield can actually be taken. Because the board expires, windows do not carry forward: a Sprite that could have conquered on Tuesday and did not is simply gone on Wednesday.

Strategy thesisThe question every turn is not "is my board bigger", it is "what can I take right now".

4.3 · Non-Temporary bodies

There are seven of them and they are the only way this deck ever holds a battlefield. Trading a to save a Sprite is backwards: the Sprite was going to die at the start of your next Beginning Phase anyway.

4.4 · Legend readiness

The Legend taps to make a Sprite, so its ready state is a per-turn resource exactly like Energy. On a turn where you also want to hold up , the Legend activation and the reaction compete for the same pool.

4.5 · Cards

Cards come last, and that is unusual for a deck with three draw battlefields. , and all replace cards, but each is attached to something else you wanted to be doing: killing a dying unit, holding, or conquering. None of them is a reason to change the plan.