A · Fundamentals · §5Role Assignment

A · Fundamentals · §5

Role Assignment

Aggressor, reactive tempo deck, lane-breaker, stabilizer, defender, or the player with the last unit play, depending entirely on who sat down.

Against slower control and engine decks

You are the aggressor-disruptor. Establish the first battlefield before their answer engine is online, avoid overcommitting into a sweeper, keep Thrill for replaying a value unit or escaping targeted interaction, and use Brynhir to protect the decisive sequence.

You do not need to win every fight. You need to force control to answer enough separate scoring threats that its Energy and Power never line up cleanly.

Against conventional midrange

You are a reactive tempo deck, and the ideal pattern is a sequence rather than a card.

  • Establish one modest battlefield.
  • Pass with open Energy and units still in hand.
  • Let the opponent declare which battlefield matters.
  • Add , , Trophy Hunter or another unit.
  • Allocate the Legend trigger only after the battlefield has been chosen.
  • Use or only once unit deployment has failed to settle it.
Rules noteYour hidden information is a resource. Casting your units proactively hands it over for nothing.

Against tall single-defender decks

You are a lane-breaking pressure deck. , Trophy Hunter, , , , against protection Gear, against protection spells, and several small unit plays that distribute the temporary Might.

Do not try to win by making one unit bigger than their protected unit while their interaction is still available. Attack the dependency itself: threaten both battlefields and force the protection to be spent in the wrong order.

Against wide decks

You become a reactive stabilizer, and the main deck has no true sweeper. What you have is against several small units, after boarding, Ambush bodies, efficient combat wins through , ’s replacement bodies, Faefolk movement, and Trophy Hunter entering directly into a crowded enemy battlefield.

scales with enemy unit count, giving one friendly unit +2 Might for each opposing unit at that location. Excellent once they have committed three or more, and poor against a single defender.◆src

Against faster pressure

You are the defender first and the pivot deck second. Do not race automatically. Preserve enough units to deny their first uncontested Conquer, then exploit their exhausted board and reduced hand with , , , Trophy Hunter and .

This deck is much better at making one decisive turn than at trading hands symmetrically from the first action.

In the mirror

You are whichever player has the last meaningful unit or reaction. The mirror punishes overcommitting temporary Might, playing all your Ambush units before the opponent commits, spending before knowing whether another body would have done it, leaving a wide battlefield open to , and treating Ferrous or Brynhir as mandatory curve plays.

Pilot noteHand size, open Power and battlefield asymmetry matter more than the printed Might currently visible on the table.