B · Engine & Sequencing · §9Tactical Sequences

B · Engine & Sequencing · §9

Tactical Sequences

Six lines, each tested against the reactions the sampled field is actually holding.

Signature line

The discount, in the order that pays

01Play Sprite FountainTwo Energy for a gear that immediately makes a ready 3-Might Sprite at your base.
02Note that you now control two things with TemporaryThe Sprite, and the Fountain itself. Both carry Temporary; only the Sprite is a unit.
03Use the Legend, counting only unitsThe discount reads "each friendly unit with Temporary". The Fountain is a gear, so it discounts nothing. One Sprite means the ability costs three, not two.
04Play Sprite Burst if the turn allowsTwo more Sprites, and every one of them makes the next Legend activation cheaper.
05Activate the Legend again next turn against a wider boardWith three Temporary units standing it costs one.
Rules noteThe discount counts friendly units with Temporary, not permanents with Temporary. Sprite Fountain is a gear and does not count itself, which is a one-Energy difference on the turn it matters most.
Strategic purposeGet from one body to four without spending four cards.
Failure conditionsThe first Sprite is the expensive one and there is no discount on it. A hand that can make exactly one Sprite has paid full price for a body that dies in your own Beginning Phase.
Tested againstCards the field actually maindecks, played against this line rather than assumed.

From the guide . §9 Tactical Sequences

Each sequence below states what it is for and, separately, where it fails. The failure line is the more useful half: these are all lines a Lillia deck can execute, and most of the losses come from executing one on a turn that did not want it.

The reactions each line was checked against are drawn from the 25-list corpus: in 56.1% of maindecks, in 51.2%, in 48.8%, in 44.3%. Assume at least one is available whenever the opponent has Energy open.