Four cards, up to six Might each, and the discipline to spend one per exchange.
Opening
The one-Energy opener
01Play Steel Paws alone at a battlefieldOne Energy. Zero Might, plus two from the Legend while it defends alone.
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02They must pay a rainbow Power to target itDeflect does not stop removal. It makes removal cost more than the body did.
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03Leave it aloneA second unit here removes the +2 from both. The board you want is one body per battlefield.
Rules noteDeflect does not prevent removal. It adds a rainbow Power to the cost of choosing the unit.
Strategic purposeEstablish a defended battlefield on turn one that costs them more to answer than it cost you.
Failure conditionsEmpowering it early. Seven Energy is most of a turn, and a two-Might defender was already doing the job.
Tested againstCards the field actually maindecks, played against this line rather than assumed.
From the guide . §7 Combat Tricks
gives +5 for one Energy at Action speed. gives +2 and draws a card at Reaction speed. gives +1, and +1 more if it is the only unit you control there. gives +6 and can be replayed from the trash for its Flow cost of four before being banished.
is the one written for this deck specifically: its second clause asks the same question the Legend asks, so on the board you are trying to build it is a two-Might trick for one Energy.
A lone Lonely Poro: 2 printed + 2 Legend + 2 En Garde = 6
⚠ WarningThe Legend bonus is already counted on the board. A defender alone is two larger than its printed value before any trick, and forgetting that is how a trick gets spent on an exchange that was already won.