Nineteen bodies including the Champion, on a deliberately bottom-heavy curve, because the Legend pays the same +2 to all of them.
Might distribution
18 shuffled units
50
0 Might2×3×
01
52
2 Might3×2×
23
3 Might2×
34
4 Might1×2×
15
5 Might1×
36
6 Might3×
⚠ WarningThe four-Might tier is empty on purpose. Karthus can activate Hook, but there is no printed four-Might unit to upgrade into. Hooking a three reaches nothing above three.
Energy curve
40 cards
151
Energy 12×3×2×3×3×2×
132
Energy 23×3×2×2×3×
43
Energy 32×2×
44
Energy 41×2×1×
35
Energy 53×
16
Energy 61×
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
Unit2×3×3×2×1×2×3×1×2×
Spell19
Spell3×3×2×1×3×3×2×2×
Gear2
Gear2×
40 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.
Power by domain
Calm24 · 8 Power
Calm2×3×3×2×2×3×2×3×3×1×
Body18 · 11 Power
Body2×1×3×1×2×3×1×2×2×1×
Colorless3
Colorless1×1×1×
16 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 ≈ 16
+ Bring in (tap to add copies)
− Take out
18shuffled units✓ Stable
1416 floor22
18 shuffled units.
From the guide . §3 Deck Architecture
The curve is bottom heavy on purpose
The bonus is a flat +2 regardless of what it lands on, so a one-Energy body that survives converts it just as well as a five-Energy one. Five of the nineteen bodies have zero printed Might, and both of those cards are entirely functional defenders under the Legend.
Strategy thesisZero Might is not zero value here. Two of the deck’s best defenders are printed at nothing.
Rules note carries its own reminder that units with 0 Might can conquer and hold. Nothing about scoring requires a positive Might.
What each half of the list is for
Ten cheap defenders, whose job is to be alone somewhere and survive.
Seven threats, four of which cannot be chosen or cost extra to choose.
Nine combat tricks that decide a single exchange each.
Ten interaction spells, split between countering, moving and fighting.