B · Engine & Sequencing · §7Core Engine

B · Engine & Sequencing · §7

Core Engine

Unit play into temporary Might, reactive deployment, ready and replay effects, and the four ways this deck rebuilds a hand.

The primary engine

The Legend triggers whenever you play a unit, and gives a unit +1 Might for the turn. Every unit therefore carries an implicit extra line of text: generate one temporary Might somewhere on the board.◆src

  • Identify the battlefield that may matter.
  • Play the least revealing unit necessary.
  • Let the Legend trigger resolve.
  • Reassess combat and scoring.
  • Stop when the exchange is secured.
  • Keep the remaining unit plays for the next battlefield or the next turn.
Rules noteThe deck is strongest when the opponent has to act first. Play three units and place three bonuses before they commit, and they can aim one answer at the overloaded location or simply decline the exchange.

Reactive deployment

Ambushes to a battlefield you already hold. Its play triggers the Legend before combat resolves, and Assault raises its Might while attacking. The bonus does not have to go on Inferna: often the right distribution is Inferna handling its own combat while the +1 goes to a defender or attacker somewhere else, so one unit play changes two battlefields.◆src

rewards winning combat, so it should not be fired as a generic three-Might Ambush. Use it when the result is likely to be favourable, when the Legend trigger creates the necessary edge, when is available if they contest, and when the resulting card preserves your next wave.

Trophy Hunter can enter a battlefield holding enemy units even with nothing of yours there, which gives the deck a six-Might reaction straight from the Champion Zone. That changes the opponent’s safe deployment threshold: an apparently empty battlefield is not uncontested while you have five Energy and Body Power.◆src

After boarding, adds a Hidden, Ganking body with an optional Fury cost for extra immediate tempo. It lets you represent a unit without committing it face up, and it keeps effective unit density up when you have boarded spells in.◆src

Ready and replay

readies another unit when played, and cannot ready itself. Its value is entirely in the exhausted target: a unit that already attacked, a Ganking , after a conquest, Trophy Hunter, after its attack, or a unit needed back on defence. Played with nothing exhausted, it is a blank three-Might body.◆src

readies another friendly unit when it attacks, which rewards planning one action ahead: exhaust the secondary unit, attack with Twilight, trigger the ready, then use the refreshed body at the same or another battlefield. The target must be another unit, so Twilight cannot self-loop.◆src

banishes a friendly unit and has its owner replay it to any battlefield, ignoring the normal cost. The replay is a new unit play, so it triggers the Legend again and repeats the unit’s play ability.◆src

The best targets are Kinkou when the draw condition will be met again, when another important unit is exhausted, for a second permanent buff, Brynhir for a second lock turn, or when Accelerate is affordable, a damaged unit that needs to become a fresh object, and any unit that has to change battlefields immediately.

Card velocity

draws if your other units have at least five total Might when the effect resolves. Because the condition is part of the effect rather than the trigger, the board is checked on resolution, which creates the stack interaction in the next section.◆src

turns a favourable Ambush combat into card replacement, which makes participating in combat cost less hand. combines a real body, Accelerate and a conquest draw, and she is the best way the deck has to turn temporary Might into a permanent card, because the +1 can turn a marginal conquest into a successful one.

leaves two three-Might Mech tokens at base when it dies, which is the main reconstruction card against removal-heavy opponents. Its weakness is speed: the tokens arrive at base and do not replace the battlefield position Ferrous was holding.◆src