B · The protected defender · §8
Ten spells that counter, move or fight, and one of them is removal that never kills anything.
moves an enemy unit. That is the whole card, and against a deck whose scoring depends on a body being at a particular battlefield at a particular time it is better than killing it, because it costs one Energy and cannot be answered by anything that protects against death.
makes two units deal damage equal to their Mights to each other, with an optional Power cost that gives yours +2 first. Pay it. The exchange is usually decided by exactly that margin, and holding the Power back to save it is the most common misplay with the card.
reveals their hand and recycles a non-unit card you choose. Even on turns where nothing in the hand is worth taking, you have seen the hand, and against a deck built on one spell resolving that information changes how the next three turns are played.