C · Positioning & Configuration · §10Mulligan Strategy

C · Positioning & Configuration · §10

Mulligan Strategy

Keep hands that can make Sprites on curve; the units are a bonus and the reactions are not a plan.

Strategy thesisOne Sprite maker, enough runes to use it, and one card that does something on the turn you go wide.

Premium keeps

Pilot note plus anything. Two Energy, two Sprites over two turns, and the discount started on turn two rather than turn four. This is the best opening the deck has and it is not close.

A two-Energy unit plus a Sprite maker gives you a body that survives alongside a body that does not. in particular wants to be down early, because it Empowers off combats it was in and the deck opens a lot of combats.

plus a Fountain is fine despite Call being the weakest maker, because Call is Hidden: you can pay for it on an earlier turn and deploy it for nothing on the turn the board matters.

Hands to return

  • All reactions, no makers. Sixteen reaction spells means this hand exists often and it does nothing. and do not score.
  • Two gear and no units. and are attachments with nothing to attach to for three turns.
  • A single as the only maker. Three Energy for one 3-Might body at full price is not a start.
  • in an opening hand is a blank until turn seven and this deck does not intend to reach turn seven.

Play versus draw

On the play, take the cheap proactive hand every time. The deck’s advantage compounds turn over turn through the discount and a turn of head start is worth more here than a card.

On the draw, keep one more reaction than you otherwise would. You are behind on tempo and the deck has no way to catch up other than making their conquest turn expensive.

P(≥1 two-Energy unit in 4) = 1 − C(33,4) / C(39,4) ≈ 50.2%

Six two-Energy units, three and three , put a real early body in half of opening hands. The other half opens on a Fountain or on nothing.