Calm / Mind · Chengdu runner-up · Vendetta

Drift into position.
Wake the whole field.

This is 奥雷里亚诺’s 2nd-place Chengdu build: early Poros and Sprites establish the map, a dense Reaction suite turns Ravenbloom into a threat, and Thousand-Tailed Watcher or Unchecked Power breaks the final board.

Main Deck
40
Runes
12
Battlefields
3
Sideboard
10

Exact tournament build

2nd / 128 players

Chengdu City Challenge · 8–9 Aug 2026

Complete public 66-card list

Match mode · the whole plan at a glance

Make the next decision fast.

Use this layer during play. The full dossier below explains the sequencing and sideboard choices.

Opening hand

Body, then one answer

Keep Ravenbloom Student, Plundering Poro, or Sprite Fountain. Add one cheap Reaction only after the hand can contest a battlefield.

Open mulligan table

2–6 Energy

Build the spell turn

Establish Ravenbloom or Fae Fawn, make Sprites, then let Discipline, En Garde, and Frigid Jewel turn one exchange in your favor.

Open turn plan

Before the fight

Check the timing

Charm needs your open Main Phase. Discipline, En Garde, and Stupefy can wait until the opponent commits; Smoke and Mirrors works during showdowns.

Open timing desk

Behind or at seven

Swing or reset

Watcher shrinks the opposing board for a decisive turn. Unchecked Power is the emergency reset; rebuild with Fountain, Burst, or your Legend.

Open closing lines

01

Replace up to two cards

Mulligan for a real board

Body first, then one efficient answer

  • Ravenbloom StudentYour best early threat when the hand already contains a cheap spell.
  • Plundering PoroA two-Energy holder that converts a conquer into an exhausted Gold token.
  • Sprite FountainA ready Sprite now, another on Deathknell, and immediate fuel for Bashful Bloom.
  • One of Defy, Discipline, Stupefy, or En GardeKeep one efficient answer after you have a body.

02

Three resource bands

The game plan

2–3 Energy

Establish

Play Ravenbloom, Plundering Poro, Fountain, or Fae Fawn. Contest one battlefield with a real unit and use Charm only when moving a defender creates an immediate point.

Reserve: one Reaction when the opponent can challenge your holder.

4–6 Energy

Convert movement into tempo

Move Fae to leave a Sprite behind, swap positions with Smoke and Mirrors, and stack Ravenbloom triggers. Discipline is especially efficient beside Frigid Jewel because its draw can trigger another +2 Might.

Sequence: decide the scoring battlefield before spending the second-draw boost.

7+ Energy

Swing and close

Accelerated Watcher can enter ready and gives every enemy unit −3 Might for the turn, to a minimum of 1. If the map is already lost, Unchecked Power clears battlefield units before you rebuild.

Final point: create a durable holder; do not rely on an old Temporary Sprite surviving to score.

03

Choose the terrain

Battlefield priorities

Blind choice

Dusk Rose Lab

Before scoring, turn one expiring Sprite into a card. Never sacrifice the only holder if that loses the Hold point.

Going first

Seat of Power

Usually conquer it after controlling the other battlefield so the conquest replaces itself with a draw.

Defending pressure

Black Flame Altar

Temporary defenders gain Shield, making Sprites harder to remove in combat. Remember the effect also helps opposing Temporary units.

04

Sequencing that changes games

Seven practical lines

01Ravenbloom + DisciplineCombat scaling

Need: Ravenbloom Student and Discipline.

  1. Let the opponent commit to the showdown.
  2. Play Discipline: Ravenbloom gains +1 from the spell, Discipline gives +2, then you draw 1.
  3. If that is your second draw with Frigid Jewel in play, add another +2 to the unit that matters.

Payoff: Ravenbloom can gain +5 Might from one two-Energy Reaction when Jewel also triggers.

02Fae Fawn + Smoke and MirrorsReposition

Need: Fae Fawn and a controlled Temporary unit at different locations.

  1. Play Smoke and Mirrors during your turn or a showdown, or reveal a previously Hidden copy.
  2. Swap the two units and draw 1.
  3. Fae’s move trigger leaves a fresh 3-Might Temporary Sprite where she started.

Payoff: Fae relocates, the original Sprite reaches a new lane, and a new Sprite fills the space she left.

03Fountain or Burst → Bashful BloomSprite economy

Need: your ready Legend.

  1. Sprite Fountain makes one ready Temporary unit; Sprite Burst makes two.
  2. Each Temporary unit reduces Bashful Bloom’s four-Energy activation by one.
  3. Activate the Legend after creating the discount.

Payoff: Burst plus the discounted Legend costs seven Energy total and produces three ready 3-Might Sprites.

04Frigid Jewel + second drawEfficient Might

Need: Frigid Jewel and a friendly unit ready to fight.

  1. Install Jewel before the decisive turn when possible.
  2. After your normal draw, use Discipline, Smoke and Mirrors, Stupefy, or another draw effect.
  3. Give the Jewel’s +2 Might to the holder whose combat or conquer matters now.

Watch out: the bonus lasts only for the current turn; do not trigger it before choosing the lane.

05Plundering Poro → GoldTempo conversion

Need: Plundering Poro able to conquer.

  1. Move the defender with Charm or win the showdown with a Reaction.
  2. Conquer with the Poro.
  3. Play its Gold gear token exhausted and plan the extra resource for a later turn.

Payoff: a cheap holder advances the score and leaves permanent economy behind.

06Accelerated Watcher swingLate takeover

Need: seven Energy and the additional Mind cost if Watcher must enter ready.

  1. Choose whether the turn needs immediate movement before paying Accelerate.
  2. Play Watcher and give all enemy units −3 Might for the turn, to a minimum of 1.
  3. Use the temporary gap to win the important showdown or threaten two battlefields.

Watch out: the enemy debuff expires at end of turn, so convert it into points immediately.

07Unchecked Power → rebuildComeback

Need: a board where the opponent has more battlefield value than you.

  1. Use Unchecked Power during your own open Main Phase; it exhausts every friendly unit and deals 12 to every unit at battlefields.
  2. Accept that your battlefield units are also hit.
  3. Rebuild with Sprite Fountain, Sprite Burst, Watcher, or a discounted Legend activation.

Watch out: this is symmetrical battlefield damage, not a Reaction or a one-sided wipe.

05

Know when the card is live

Interaction desk

CardTimingJob
DefyReactionCounter a qualifying low-cost spell and protect the scoring turn.
Discipline / En GardeReactionChange combat math after commitment; Discipline also draws a card.
StupefyReactionShrink the relevant opposing unit while advancing your draw plan.
Smoke and MirrorsAction / HiddenSwap two controlled units at different locations when at least one is Temporary, then draw.
CharmOwn open Main PhaseMove the relevant enemy defender before initiating the conquer.
Thousand-Tailed WatcherOn playShrink every enemy unit for the turn; Accelerate when it must enter ready.
Lilting LullabyReactionCounter any spell and prevent that player from casting more spells this turn.
Unchecked PowerOwn open Main PhaseReset battlefield units when you are materially behind.

06

Change the job, not the identity

Matchup plans

Fast units

Keep the cheap unit-and-Fountain core. Akali is a sturdy post-board mover, but do not trade away too much early interaction for four-drops.

Tall units

Charm moves the expensive holder; Watcher shrinks it for the turn. Bring Singularity when six damage can remove one or two priority units.

Spell control

Bring the second Lilting Lullaby and Akali. Akali cannot be chosen by enemy spells or abilities outside combat, so she asks for a different answer.

Gear engines

Bring Disarming Rake for general Gear removal and Pickpocket when the important Gear costs one or less. Both add a body while disrupting the engine.

Wide boards

Preserve Unchecked Power and consider Singularity. Use Watcher’s whole-board Might reduction to turn one late action into multiple favorable combats.

Slow mirrors

Fight over Seat of Power, stagger permanent units, and bring Lullaby, Akali, or the extra Mask as needed. Do not expose every holder to one reset.

07

Avoid the self-inflicted losses

Common mistakes

  1. 01

    Forgetting the second Fae Fawn. One is Chosen and one is inside the 39-card Main Deck; both are intentional.

  2. 02

    Expecting old Sprites to Hold. Temporary Sprites die at the start of your Beginning Phase before scoring.

  3. 03

    Crowding the Mask lane. Mask and the second half of En Garde reward a unit attacking or defending alone.

  4. 04

    Using Charm reactively. Charm is normal-speed; move the defender during your own open Main Phase.

  5. 05

    Missing Smoke and Mirrors’ condition. You need two units you control at different locations, and at least one must be Temporary.

  6. 06

    Accelerating Watcher automatically. Pay the additional Mind cost only when entering ready changes the turn.

  7. 07

    Calling Unchecked Power one-sided. It exhausts your units and deals 12 to your own battlefield units too.

  8. 08

    Sacrificing the sole holder at Dusk Rose Lab. A card is not worth losing the Hold point.

08

奥雷里亚诺 · Chengdu 2nd place

Exact 66-card deck list

Legend / Chosen

1 Lillia, Bashful Bloom

1 Lillia, Fae Fawn — Chosen

Units · 10

1 Lillia, Fae Fawn

3 Plundering Poro

3 Ravenbloom Student

3 Thousand-Tailed Watcher

Spells · 23

2 Charm

3 Defy

3 Discipline

3 En Garde

1 Lilting Lullaby

3 Smoke and Mirrors

3 Sprite Burst

3 Stupefy

2 Unchecked Power

Gear · 6

2 Frigid Jewel

1 Mask of Foresight

3 Sprite Fountain

Runes · 12

5 Calm Rune

7 Mind Rune

Battlefields · 3

1 Black Flame Altar

1 Dusk Rose Lab

1 Seat of Power

Sideboard · 10

2 Akali, Silent

2 Disarming Rake

1 Lilting Lullaby

1 Mask of Foresight

2 Pickpocket

2 Singularity

Legend
1 Lillia, Bashful Bloom

Chosen Champion
1 Lillia, Fae Fawn

Main Deck
2 Charm
3 Defy
3 Discipline
3 En Garde
2 Frigid Jewel
1 Lillia, Fae Fawn
1 Lilting Lullaby
1 Mask of Foresight
3 Plundering Poro
3 Ravenbloom Student
3 Smoke and Mirrors
3 Sprite Burst
3 Sprite Fountain
3 Stupefy
3 Thousand-Tailed Watcher
2 Unchecked Power

Runes
5 Calm Rune
7 Mind Rune

Battlefields
1 Black Flame Altar
1 Dusk Rose Lab
1 Seat of Power

Sideboard
2 Akali, Silent
2 Disarming Rake
1 Lilting Lullaby
1 Mask of Foresight
2 Pickpocket
2 Singularity
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10

Why this list is different

The Chengdu 66 at a glance

  1. 3 Thousand-Tailed WatcherThe late game pivots from single-target finishers to a whole-board Might swing.
  2. 2 Frigid Jewel + 3 DisciplineThe second-draw trigger turns normal interaction into additional combat power.
  3. 3 Plundering PoroThe early holder rewards successful conquers with permanent Gold economy.
  4. 2 total Fae Fawn + 3 Smoke and MirrorsOne Chosen plus one Main Deck copy supports a denser reposition package.
  5. 2 Unchecked PowerThe exact 40 respects wide boards with two built-in reset copies.
  6. Akali, Pickpocket, and SingularityThe 10-card sideboard covers spell decks, cheap Gear engines, and clustered units.

Legend · UNL-189

Lillia, Bashful Bloom

Open in the official card gallery