Twelve lines, each with the pieces it needs, the order, the failure mode, and the condition that makes it correct rather than merely available.
Best value line
Kinkou at four other Might
⚠ Positional warningDo not put the +1 on Kinkou. It checks your other units.
01Play Kinkou with four Might across your other unitsOne four-Might unit, or two two-Might units. Either shape works.
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02Put Kinkou’s draw trigger on the chain firstBoth triggers are yours, so you choose the order they go on.
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03Put the Legend trigger above itAbove means it resolves first.
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04Resolve the Legend and give +1 to one of the other unitsTheir total is now five.
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05Kinkou resolves and checks the current totalThe condition is part of the effect, not the trigger, so it reads the board as it is now.
Rules noteKinkou checks on resolution, not on trigger. That one ordering turns a three-Might body into a three-Might body and a card.
Strategic purposeA replacement card the deck would otherwise not get, from Might it already had.
Failure conditionsGiving the bonus to Kinkou itself does nothing for a condition about your other units.
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From the guide . §12 Core Tactical Lines
Twelve lines carry most of this deck’s games. Each is listed with the pieces it needs, the sequence in order, the way it fails, and the conditions that make it the right line rather than an available one.
The first four are about getting more out of a single unit play than one body. The next two are the reaction-speed lines. The four Thrill and ready lines are where the deck rebuilds. The last two are the battlefield loop and the protected turn.
Pilot noteRead the failure mode before the sequence. A line you cannot lose to is a line you have not thought about properly.