This Lillia deck is proactive tempo: create 3-Might Temporary Sprites, turn them into immediate conquers and favorable trades, then let your permanent units score the Holds.
Temporary is a tempo resource, not a permanent board.
Generate first
Discount Lillia
Conquer or trade now
Hold with real units
01
The rule that makes the deck work
Sprite Lifecycle Compass
Choose a stage to see the correct job for every Temporary Sprite.
3M
ready Sprite
Stage 1 of 4
Create the body first
Sprite Fountain, Sprite Burst, Sprite Call, and Sprite Queen create ready 3-Might Temporary Sprites. Fae Fawn’s movement effect leaves an exhausted Sprite instead. Every friendly Temporary unit still lowers Bashful Bloom’s 4-Energy activation by 1.
Best use
Make the Temporary bodies before exhausting your Legend, so Lillia costs less.
Watch for
Sprite Fountain is Gear. The Fountain itself does not discount Lillia; its Sprite does.
02
Opening hand · replace up to two cards
Build a hand that can stand
Your Chosen Fae Fawn is guaranteed. Look for an engine, one durable body, and one efficient answer.
Strong keeps
Engine + body + interaction
Sprite Fountain is your best engine. Pair it with a two-Energy permanent unit and a cheap Reaction.
Sprite FountainAlways keep. It makes pressure now and replaces its Sprite later.
Ravenbloom StudentBest durable early body when your hand contains a spell.
Plundering PoroTurns an empty-field conquer into delayed Power fixing.
Scuttle CrabDraws a card, can conquer or Hold at 0 Might, and fuels Dusk Rose Lab.
Stupefy or En GardeKeep one when you already have an early unit.
Conditional keeps
Keep only when the rest works
These cards are powerful with a specific partner or matchup, but they do not rescue a slow hand.
Frigid JewelKeep with an early body and a cheap way to draw your second card.
Smoke and MirrorsKeep only when Fountain or another card can make a Temporary unit.
Lilting LullabyKeep against spell-heavy decks; replace against unit-heavy pressure.
Crescent StrikeKeep when the opposing deck presents an important 4–5 Might target.
Turn to DustKeep only when a key opposing Gear matters.
Usually replace
Do not begin with the rebuild
You can replace only two cards. Prioritize removing expensive or redundant pieces that cannot contest early.
Sprite QueenA late rebuild engine, never your early foundation.
Extra Shadow Watcher or Sprite BurstOne slow payoff is enough; multiple copies clog the opening.
Duplicate Frigid JewelStrong later, but too little board presence at the start.
Downstage DramaticsReplace when your hand does not already establish the battlefield.
Second Fae FawnYour Chosen copy is guaranteed, so the deck-drawn copy is rarely an opening priority.
03
Choose the terrain
Battlefield navigator
Pick the situation, then follow the conquest rule shown below.
Default plan
Turn one doomed Sprite into a card
At the start of your Beginning Phase, have Dusk Rose Lab kill one Temporary unit before that unit’s own Temporary trigger resolves. You draw 1 and enable Shadow Watcher to enter ready later that turn.
Do not:sacrifice your only permanent holder when that Hold point matters more than the card.
04
A game in three movements
Your turn plan
Stay proactive. Interaction is best when it immediately flips a battlefield, protects a permanent holder, or creates the final point.
2–3 Energy
Plant a permanent
Play Ravenbloom Student, Plundering Poro, or Scuttle Crab. Sprite Fountain is the ideal engine. Do not spend the whole turn drawing while the opponent takes both fields.
Contest one battlefield with a durable body.
Use Fae Fawn normally unless Accelerate changes the board now.
Keep one useful Reaction if the hand allows it.
4–6 Energy
Make, then discount
Create Temporary bodies before activating Bashful Bloom. Commit only enough Sprites to win the fight; preserve real units for Holds and future turns.
Hide Sprite Call where a later surprise body matters.
Use Dusk Rose Lab to cash in one doomed unit.
Preserve 1–2 Energy for Stupefy, En Garde, or Smoke and Mirrors.
7+ Energy
Build the final fork
Spread pressure so your opponent cannot safely defend both fields. Permanent units Hold; fresh Sprites conquer, trade, or help score every battlefield at once.
At 7 points, plan the special final point before committing.
Use the Beginning-Phase Sprite Call line to create a real Hold threat.
Sprite Queen rebuilds; she is not a rescue button when far behind.
05
Lines from your exact 40
Combo garden
Filter by the job you need, then open a line for exact sequencing and the trap to avoid.
01Fountain into Bashful Bloom5 Energy · two ready Sprites
Play Sprite Fountain for 2 Energy and create a ready Temporary Sprite.
That unit lowers Bashful Bloom from 4 Energy to 3.
Exhaust Lillia for a second ready Sprite: 6 total Might of immediate pressure.
Next Beginning: the old Sprite and Fountain die; Fountain’s Deathknell creates a fresh Sprite at base that survives this Beginning Phase.
Trap: Fountain is Gear, so only its Sprite discounts the Legend.
02Sprite Burst into Bashful Bloom7 Energy · three ready Sprites
Spend 5 Energy on Sprite Burst to create two ready Temporary Sprites.
They reduce the Legend activation to 2 Energy.
Activate Bashful Bloom for the third Sprite: 9 total Might across the fields.
Upgrade: with one Temporary already in play before Burst, the Legend costs only 1 afterward.
Draw again with Stupefy, Meditation, Downstage Dramatics, Scuttle Crab, Smoke and Mirrors, or Seat of Power.
Every Frigid Jewel triggers and gives a friendly unit +2 Might for the turn.
Three Jewels turn the second draw into +6 Might. Ravenbloom Student also gains +1 for each spell that resolves. The first player skips the normal draw on turn one, so one extra draw on that turn is only card one.
Trap: Downstage with Repeat is still one played spell, so Ravenbloom receives only one +1 trigger.
06Ravenbloom + En Garde1 Energy · attack as 5 Might
Keep Ravenbloom Student as your only unit at its location.
Play En Garde on it: +2 Might because it is alone.
After the spell resolves, Ravenbloom’s ability adds another +1 for the turn.
A 2-Might Student becomes 5 Might for 1 Energy.
Trap: another friendly unit at that location reduces En Garde’s own bonus to +1.
07Crescent Strike + shrinkTurn marked damage into removal
Crescent Strike deals 4 to one enemy and 1 to every other enemy at that battlefield.
While that damage remains, reduce Might with Stupefy or Smoke Screen.
If marked damage now equals the unit’s Might, it dies.
A 5-Might unit with 4 damage dies when Stupefy lowers it to 4. A 2-Might collateral target with 1 damage dies when reduced to 1.
08Hidden Sprite Call at BeginningFresh body that can score a Hold
Hide Sprite Call at the battlefield you intend to hold.
At the start of your next Beginning Phase, put the existing start-of-phase triggers on the chain.
Reveal Sprite Call for 0 and create its ready Sprite at that battlefield.
The new Sprite was not present when Beginning-Phase triggers were collected, so its Temporary ability waits until the following Beginning Phase. It can survive to Hold scoring now.
Trap: Sprite Call cannot be played on the turn it was hidden. Hiding it is not playing a spell; Ravenbloom triggers only when the Call is later played.
09Plundering Poro + a combat trickConquer now · fix Power later
Use En Garde or Stupefy to secure a Poro conquer.
Plundering Poro creates an exhausted Gold Gear token.
After Gold readies, sacrifice it for 1 Power of any domain when needed.
Trap: Gold enters exhausted, so normally it cannot be spent on the turn it is created.
06
Use the right answer
Interaction map
Your answers are narrow. Save each one for the job it actually performs.
Card
Best job
Cannot do
Stupefy
Win tight combat, draw card two, and finish Crescent-marked targets.
Reduce a unit below 1 Might by itself.
Smoke Screen
Neutralize one tall threat during a decisive showdown.
Kill through Might reduction alone; it also stops at 1.
Lilting Lullaby
Counter a board wipe or decisive spell, then lock that player out of more spells that turn.
Counter a unit, Gear, activated ability, or automatically erase every other spell already on the chain.
Turn to Dust
Give a key Gear Temporary so it dies at its controller’s next Beginning Phase.
Remove Gear immediately or stop it being used before then.
Meditation
Turn an expendable ready unit into two cards and trigger Frigid Jewel.
Exhaust an already exhausted unit for the extra draw.
07
Change the pressure, not the identity
Matchup posture
The deck always wants tempo. What changes is the resource you protect.
Against fast units
Trade Sprites before they take both fields
Choose Black Flame Altar when defending, where your Temporary defenders gain Shield. Use Crescent Strike on a crowded battlefield and spend draw spells only after you have stabilized real board presence.
Contest early with Ravenbloom, Poro, or Crab.
Do not greed a Frigid Jewel setup while losing two fields.
Preserve En Garde or Smoke Screen for the showdown that changes scoring.
08
Nine losses you can prevent
Do not donate the game
Most errors with this list come from timing, not card power.
01
Expecting an ordinary Temporary Sprite to survive into Hold scoring.
02
Activating Bashful Bloom before creating the Temporary units that discount her.
03
Forgetting Fae Fawn creates the Sprite at the location she left.
04
Putting another friendly unit beside an En Garde target and losing the second +1 Might.
05
Counting an exhausted Gold token as usable Power on the turn it enters.
06
Treating Turn to Dust as immediate Gear removal or Lullaby as an answer to units and abilities.
07
Sacrificing your only permanent holder to Dusk Rose Lab before scoring.
08
Assuming Smoke and Mirrors readies the units it moves.
09
Spending all your Energy on Downstage or Meditation while the opponent owns the board.
09
Your exact collection-only build
The 0-missing-card list
RiftScan does not accept a deck code. Use the copy button, then enter the cards manually in its Deck Builder.
Optimized Lillia lists commonly use Defy, Discipline, Charm, Thousand-Tailed Watcher, Unchecked Power, and Mask of Foresight. This build owns none of those and has only two Stupefy plus one Smoke and Mirrors, so it protects threats and recovers from a lost board less consistently.
Your compensation is proactive Sprite pressure, the Dusk Rose Lab–Shadow Watcher line, Crescent Strike removal, and Frigid Jewel draw bursts. Play ahead; this is not a deck that wants to fall behind on both battlefields.