A · Fundamentals · §5
Aggressor against control, stabilizer against pressure, and the deck that scores first in the mirror.
You are the aggressor, and this is the assignment pilots get wrong most often. Your engine looks like inevitability and is not: a dedicated control deck answers threats more efficiently than you generate them, and Assault 2 does nothing across a stalled board.
Score early, keep the Champion available rather than exposed, and let Rhasa and Baron close a game you are already ahead in. This is the one matchup where the full top end earns its slots.
You are a tempo deck. Bounce is your best interaction because it costs them the whole card again and costs you one Energy, and conquers push the engine forward while you contest.
You are a disruptive deck built around . Your bodies cannot out-size one protected defender, so shrink it while it defends alone, swap whose Might is whose with , and answer the protection Gear with rather than trying to win the combat honestly.
You are a stabilizer, and a poorly equipped one. at one Energy is the right rate against small bodies, taxes each new one after boarding, and is the reset when the board has already gone. Do not plan a six-Energy engine turn while they are establishing two battlefields.
You are the defender first, which is uncomfortable because the Legend contributes nothing to defence. Trade early with and , take the trash depth incidentally, and pivot the moment their hand empties.
You are the disruption deck. Two plus two is four answers to a Gear engine, which is more than most decks can bring, and your own Gear is mostly free so their removal is close to dead.
You are whichever player scores while the other builds. Both decks generate value and neither pressures early, so the game goes to whoever converts first. is the key card: almost everything they play is Chaos, and it answers a resolved Rhasa that combat cannot.