C · Positioning & Configuration · §17
A locked core, six genuine flex slots, and the four experiments worth running first.
Both Master Yi cards, three , three , three , three , three , three , at least two , at least two Hourglass, the seven Body and five Calm split, and the current battlefield suite.
, , one , one , one , and the third Hourglass.
Grim Resolve gives +3 for the turn and two XP if the unit wins combat. Choosing Fervent makes it +4 in total, the XP moves Tempered toward level six, and it costs only two Energy, which makes it far less all-in than . Test it as minus one Onslaught, plus one Grim Resolve if Onslaught keeps sitting in hand or producing more Might than the game required.◆src
A three-Energy Calm unit that may kill a Gear when played. It is faster than Barbara with no seven-rune requirement, and it still leaves a body. Barbara is larger and better later, but Rake is the better answer when Draven, Kennen or Azir can end the game before that threshold. Test it as minus one Barbara, plus one Rake.◆src
When Ezreal, Kai’Sa and LeBlanc are overrepresented, minus one , plus one in the main deck, then refill the sideboard slot with Rake, Grim Resolve, a second or something matchup-specific. This lowers the ceiling and produces a substantially more reliable target-resistant curve.
Challenge costs two Energy and one Body Power for the same mutual damage. Minus one , plus one Challenge improves two-spell turns and early interaction, and it worsens the fights where Rampage’s optional +2 is what wins them.◆src