Advanced Tactics
Beyond the Basics
Section titled “Beyond the Basics”Once you’ve mastered fundamentals, these advanced tactics will elevate your game.
Tempo and Initiative
Section titled “Tempo and Initiative”Tempo is the pace of the game. The player with tempo is:
- Making proactive plays
- Forcing reactions
- Dictating the board state
Gaining Tempo
Section titled “Gaining Tempo”- Play efficient creatures early
- Remove threats while developing your board
- Force suboptimal responses from opponents
Losing Tempo
Section titled “Losing Tempo”Resource Management
Section titled “Resource Management”The Three Resources
Section titled “The Three Resources”| Resource | Description | How to Gain |
|---|---|---|
| Cards | Options in hand | Draw effects, efficient trades |
| Mana | What you can spend | Tempo plays, cost reduction |
| Life | Your cushion | Healing, defensive trades |
Reading Your Opponent
Section titled “Reading Your Opponent”Face-Down Cards
Section titled “Face-Down Cards”When your opponent sets a card:
- What could it be? Consider meta traps
- When did they set it? Early sets are often defensive
- Do they leave mana open? Suggests Quick-Play or activation cost
Attack Patterns
Section titled “Attack Patterns”- Hesitant attackers may have valuable creatures
- Aggressive attacks with weak creatures = setting up lethal
- Not attacking with lethal on board = holding something
Bluffing
Section titled “Bluffing”The Empty Bluff
Section titled “The Empty Bluff”Setting no traps but acting like you have protection:
- Pause before opponent attacks
- Keep cards in hand visible
- React to their attacks with consideration
The Loaded Bluff
Section titled “The Loaded Bluff”Setting real traps but pretending they’re unimportant:
- Set casually without much thought
- Don’t protect your face-downs
- Let opponent feel confident
Optimal Sequencing
Section titled “Optimal Sequencing”The order you play cards matters:
- Play draw effects first - See more options before committing
- Set traps before creatures - Protect investments
- Attack before second main - Use combat info for decisions
- Play creatures main2 if possible - Avoid instant-speed removal
Sequencing Example
Section titled “Sequencing Example”Bad:
- Summon creature → 2. Attack → 3. Set trap
Good:
- Set trap → 2. Attack → 3. Summon creature (if needed)
Win Condition Protection
Section titled “Win Condition Protection”Identifying Win Conditions
Section titled “Identifying Win Conditions”Your win condition cards are:
- Key combo pieces
- Finisher creatures
- Inevitable damage sources
Protection Strategies
Section titled “Protection Strategies”- Hold protection spells for key cards
- Bait removal with lesser threats
- Wait for opponent to tap out before playing
The Clock
Section titled “The Clock”The clock = how many turns until someone wins.
Calculating Your Clock
Section titled “Calculating Your Clock”- Total damage you can deal per turn
- Divide opponent’s Life Points by damage
- That’s your clock
Racing
Section titled “Racing”When both players have short clocks:
- Compare clocks (who wins first?)
- Consider if you can slow their clock
- Decide: race or interact?
Practice Drills
Section titled “Practice Drills”- Counting lethal - Every turn, calculate if you have lethal
- Sequencing quiz - Plan your turn order before executing
- Range analysis - List all cards your opponent could have
- Clock calculation - Track both clocks throughout the game
What’s Next?
Section titled “What’s Next?” Meta Analysis Study the competitive landscape
Ranked Mode Compete in ranked play