A · Fundamentals · §3
Eighteen shuffled units against eighteen spells, a curve that stops at three, and a rune split that is two separate resources.
4 cards sit outside the curve : the Battlefield and the Legend are played from their own zones and have no Energy cost.
Card types
40 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.
Power by domain
14 of 44 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.
Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.
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18 shuffled units.
From the guide . §3 Deck Architecture
Eighteen units, eighteen spells and three Gear across 39 shuffled cards. Tempered is always available from the Champion Zone, so the deck functionally has a nineteenth unit without drawing it. That is still a low unit count for a deck whose victory condition needs persistent bodies at more than one battlefield.
It compensates through Scuttle Crabs that replace themselves, a Champion that is always there, entering reactively, producing an extra action from an existing unit, replacing a returned unit with a token, and a sideboard that is seven units to three spells.
Thirty-one of the 39 shuffled cards cost three Energy or less, so the deck is unusually good at holding options, double-spelling, developing while keeping a reaction up, and representing more responses than the hand actually contains.
Seven Body and five Calm reflect the two operating modes. Body is the active tempo resource: , , ’s optional cost, ’s Weaponmaster cost. Calm is the reactive insurance: , , Whiteflame’s double-Calm requirement, and ’s after boarding.