Three skills that all point the same way: spend nothing, threaten everything. Stone Sentinels means an EMPTY armor slot counts as Eight Trigrams, so every Attack aimed at him rolls a judgement first — and unlike a real armor, there is nothing there for Steal or Dismantle to take. Never equip armor over it unless the replacement is strictly better; you would be paying a card to downgrade. Fire Ruse converts any red card into Fire Ships with no per-turn limit, so his real hand size is the number of red cards he holds, and against a chained table one ignition can cascade through everyone. Insight turns any black card into a Negate, which quietly makes him the best counter-trick hero in the game — he is always holding one, and opponents can never be sure. With 3 health he cannot afford a straight fight, but he rarely needs one: the maze eats the Attacks, the reds burn, and the blacks say no.