B · Engine & Sequencing · §7
Temporary kills Sprites at the start of your Beginning Phase, before scoring, which makes holding structurally impossible for them.
Temporary is printed as: at the start of this permanent’s controller’s Beginning Phase, before scoring, kill this.◆src
The Beginning Phase runs a Beginning Step and then a Scoring Step. Temporary resolves at the start of the phase, explicitly before scoring, so by the time holds are counted every Sprite you controlled is already dead.
Temporary is the scheduled loss. The unscheduled one is that a token put into any non-board zone other than the Chain stops existing immediately, so a Sprite returned to its owner’s hand does not go to your hand at all.◆src
This is why a Sprite standing alone at a battlefield is more fragile than a 3-Might body normally is. It is not a unit that survives being answered cheaply; it is a unit that stops existing.
Lethal damage in these rules is any nonzero amount at or above a unit’s Might, and there is no separate toughness. Every Sprite is a 3, so a card that deals 3 kills one and a card that deals 3 twice kills the whole turn. Falling Star is exactly that card, and Singularity at 6 to each of two units kills any pair you have.◆src
It makes the deck committal in a way that punishes careful players more than reckless ones. You cannot hold a Sprite back to block, cannot keep a board while waiting for a , and cannot decline a mediocre conquest in favour of a better one next turn. The mediocre conquest is the one that exists.