A · Fundamentals · §5
Aggressor, reactive tempo, disruptive control or stabiliser, decided by what the opponent needs from the game.
Do not sit behind a lone defender while an engine accumulates cards and runes. Develop early, use or Decree before the important turn, score before their interaction becomes efficient, bring , and make them spend premium answers on medium threats. The protected-defender shell buys time, and time is not automatically favourable.
The default role. Establish one defender, leave Energy open, wait for them to commit attackers or tricks, spend the minimum card that preserves the Hold, and attack the other location with whatever you did not commit. You should usually react last.
Their plan usually depends on one unit carrying Equipment, buffs and several protection cards. removes it from the battlefield that matters, fights before combat, and break protection, and Barbara answer Gear, and ignores the fortress entirely.
One large defender protects one location. Decide which battlefield is worth defending and which will be retaken later, then use , , , and . Do not spend three cards protecting one Hold while the second battlefield goes uncontested.
You need a real two-drop, a cheap reaction, a plan for the second battlefield, and when going second. The first defender buys exactly the time Tempered, Fervent or needs to reverse the initiative.
It revolves around who commits the first large trick, who preserves , who resolves at the meaningful moment, who reaches six XP first, who establishes after boarding, and who remembers that protecting one lane only matters if the other stays contestable.