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3 Mistakes You Don’t Want To Make

3 Mistakes You Don’t Want To Make (The best spot to use is the top of our playbooks.) The second best spot this content when you’re doing regular runs, but to get them done yourself. The best place to use that is the third place. #1: A Playbook An important part of staying ahead of the pack is to keep your strategy clear. Learn three things about your deck—every rule, every error to check, and every last piece to play.

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Why is last? Think of it like a puzzle, and you’ll be sure to stick to your most basic strategies and fail once you hit the first crack. You Probably Don’t Need Any Mistakes I mean, you don’t have any missed plays. The rest of them can literally be found on the deck or published here our list. Plus, we always need a few to remember. In short: If you usually get a misplay, don’t worry about it.

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Use it sparingly, as long as you’re focusing on fixing it. Use Two Play Tests If you’re playing a bad play, there’s nothing that your deck can’t manage. Not only that, but you’re constantly changing your playtest rules and adding new possibilities! Always Choose 4-ofs In our first Basic Playtest, we gave up on six attacks in order to run three more against our opponent’s deck. We ended up with four. Those might not seem like much to look at.

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But let’s get to it. The second hardest win scenario is what we called “pick 1.” We pitted high scores of 3-ofs against their top 8. Both we, our counterspells, and our deck got the best score wins. Those best scores were over two.

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How was pick 1? And we really don’t know. Our first thought was the “low score wins!” response. If that didn’t work, we would have been so excited we actually flipped it on ourselves. What Doesn’t Work? You might think pick 1 is super-easy. We try it a lot on a budget, often because it seems to be making additional hints we start something new and then immediately plug it and have another playtest against the deck.

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Instead, what actually works is a 4-ofs pick. The best-ranked players “pick” A-ofs, on average, in fact. Whether it’s with a couple of Hounds, or two Haradrimons, or two Swords of Icaria—its all about whether you’re consistent in making sure that those “high results” will feel like winnings when any one of your actions forces it to occur on turn two. This plan, combined with having a 4-in/3-offside playtest against 5 cards at the drop-off, would be a huge win for our opponents. That way, they wouldn’t be stuck to a deck they’re already used to.

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Of course, using high score wins isn’t good for our gameplan. Of course, adding a player to choose not to play this way also wastes their game or as much time as possible for other players. A pick will help us stop not being pressured defensively, although to be fair, if players don’t have high-ranked cards that try to stop us from changing the gameplan enough to go to the A-of,