Zero-purchase build · Calm / Mind · No sideboard

Make the dream.
Spend it now.

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.

Learn the Sprite rhythm
Legend
Lillia, Bashful Bloom
Runes
7 Mind · 5 Calm
Missing
0 cards

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.

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.

01 Fountain into Bashful Bloom5 Energy · two ready Sprites
  1. Play Sprite Fountain for 2 Energy and create a ready Temporary Sprite.
  2. That unit lowers Bashful Bloom from 4 Energy to 3.
  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.

02 Sprite Burst into Bashful Bloom7 Energy · three ready Sprites
  1. Spend 5 Energy on Sprite Burst to create two ready Temporary Sprites.
  2. They reduce the Legend activation to 2 Energy.
  3. 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.

03 Fae Fawn + Smoke and MirrorsReposition · draw · duplicate pressure
  1. Put Fae Fawn at location A and a Temporary unit at location B.
  2. Smoke and Mirrors swaps them and draws 1.
  3. Because Fae Fawn moved from A, she creates a new exhausted Sprite at A.

The old Sprite moves to A as well, leaving two Sprites there while Fae Fawn escapes to B. The Fae-created Sprite is exhausted.

Trap: the spell moves units but does not ready them. Fae creates an exhausted Sprite where she left, not where she arrives.

04 Dusk Rose Lab + Shadow WatcherCash a doomed unit · immediate 5 Might
  1. During your Beginning Phase, order Dusk Rose Lab to kill an expiring Temporary unit.
  2. Draw 1 from the Lab.
  3. Later that turn, Shadow Watcher enters ready because a friendly unit died during your Beginning Phase.

Also works: a Sprite’s natural Temporary death enables Watcher. Sprite Fountain’s Gear death alone does not.

05 Second draw + Frigid JewelEvery Jewel adds +2 Might
  1. Your normal turn draw is usually card one.
  2. Draw again with Stupefy, Meditation, Downstage Dramatics, Scuttle Crab, Smoke and Mirrors, or Seat of Power.
  3. 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.

06 Ravenbloom + En Garde1 Energy · attack as 5 Might
  1. Keep Ravenbloom Student as your only unit at its location.
  2. Play En Garde on it: +2 Might because it is alone.
  3. 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.

07 Crescent Strike + shrinkTurn marked damage into removal
  1. Crescent Strike deals 4 to one enemy and 1 to every other enemy at that battlefield.
  2. While that damage remains, reduce Might with Stupefy or Smoke Screen.
  3. 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.

08 Hidden Sprite Call at BeginningFresh body that can score a Hold
  1. Hide Sprite Call at the battlefield you intend to hold.
  2. At the start of your next Beginning Phase, put the existing start-of-phase triggers on the chain.
  3. 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.

09 Plundering Poro + a combat trickConquer now · fix Power later
  1. Use En Garde or Stupefy to secure a Poro conquer.
  2. Plundering Poro creates an exhausted Gold Gear token.
  3. 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.

  1. 01

    Expecting an ordinary Temporary Sprite to survive into Hold scoring.

  2. 02

    Activating Bashful Bloom before creating the Temporary units that discount her.

  3. 03

    Forgetting Fae Fawn creates the Sprite at the location she left.

  4. 04

    Putting another friendly unit beside an En Garde target and losing the second +1 Might.

  5. 05

    Counting an exhausted Gold token as usable Power on the turn it enters.

  6. 06

    Treating Turn to Dust as immediate Gear removal or Lullaby as an answer to units and abilities.

  7. 07

    Sacrificing your only permanent holder to Dusk Rose Lab before scoring.

  8. 08

    Assuming Smoke and Mirrors readies the units it moves.

  9. 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.

40 main-deck cards

Chosen Fae Fawn counts inside the 40.

Units 12

  • 2Lillia, Fae Fawn 1 Chosen
  • 3Ravenbloom Student
  • 2Plundering Poro
  • 3Shadow Watcher
  • 1Scuttle Crab
  • 1Sprite Queen

Spells 22

  • 3En Garde
  • 2Stupefy
  • 1Lilting Lullaby
  • 1Smoke and Mirrors
  • 1Smoke Screen
  • 3Sprite Burst
  • 2Sprite Call
  • 2Crescent Strike
  • 3Meditation
  • 3Downstage Dramatics
  • 1Turn to Dust

Gear 6

  • 3Sprite Fountain
  • 3Frigid Jewel

Battlefields 3

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

Collection-only reality check

Good, playable, and honestly less forgiving

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.