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A · Fundamentals · §3Deck Architecture

A · Fundamentals · §3

Deck Architecture

Eighteen shuffled units against eighteen spells, a curve that stops at three, and a rune split that is two separate resources.

Energy curve

40 cards
111
1 Energy2×2×3×2×2×
152
2 Energy3×3×2×3×1×3×
53
3 Energy3×2×
24
4 Energy1×1×
65
5 Energy3×3×
06
07
18
8 Energy1×

4 cards sit outside the curve : the Battlefield and the Legend are played from their own zones and have no Energy cost.

Card types

Unit19
Unit3×3×2×3×1×3×3×1×
Spell18
Spell3×2×2×1×3×2×2×1×2×
Gear3
Gear3×

40 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.

Power by domain

Calm24 · 7 Power
Calm3×3×3×1×3×2×2×1×3×2×1×
Body18 · 11 Power
Body2×3×1×3×3×2×1×2×1×
Colorless3
Colorless1×1×1×

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.

Unit density explorer

floor ≈ 18

+ Bring in (tap to add copies)

− Take out

18shuffled units✓ Stable
1418 floor24

From the guide . §3 Deck Architecture

Card types

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.

The curve

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.

Power is two resources, not one

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.

Rules noteA frequent mistake is treating ready runes as interchangeable. The question is usually not “do I have Power” but “after this Body action, do I still have the specific Calm needed to protect what it produces”.