B · Engine & Sequencing · §6
Four Energy for the first Sprite, one for the fourth, and a counting rule that decides which.
reads: 4 Energy and a tap, play a ready 3-Might Sprite unit token with Temporary; this ability costs 1 less for each friendly unit with Temporary.◆src
This is a one-Energy difference on exactly the turn it matters most, because the Fountain is usually the first Temporary thing you control and the temptation is to count what is on the board rather than what is a unit.
at five Energy makes two at once, which is both a bigger board and a two-step jump down the discount curve. It is the card that converts a slow start into a wide turn, and it is why holding it for one turn is sometimes right and holding it for three never is.
costs 3, has 3 Might, and plays a 3-Might Sprite with Temporary at any location she moves away from. She is not shuffled, so unlike the spells she is available in every game, and unlike the Legend she leaves a body behind at a battlefield rather than at your base.
says counter a spell. says counter a spell costing no more than 4. Spell is one card type among Unit, Gear, Rune, Battlefield and Legend, so neither counter is written to touch anything that is not one.◆src
Sort your four Sprite sources by type and the picture is better than it looks. The Legend is an activated ability. is a Gear. is a Unit. Only and are spells at all.