We are now in the season of the cat and the seasonal mode of last year makes a return. This means that each player makes a turn and the hands are being switched every time. It forces you to play pretty awkward when it comes to sequencing of your cards and deckbuilding choices. Let’s see why this is the case.
How to play this
First of all, the first round is pretty much always played until the last card is depleted. If you pass early, your opponent will play the remaining cards instead. That leads to a long first round and one or two very short and very topdeck-depending subsequent rounds. It’s not hard to conclude that carryover is really worth it under these conditions, but we will come to that later.
The first turn of your deck always belongs to you so you want to make that count. After that, your opponent has straight access to the high value cards in your hand. So ideally you have one reliable and important first turn and a lot of synergy-dependant plays afterwards. For your mulligans that means that you should hold one valuable first turn play in your hand while possibly deliberately shuffling other high value cards back to your deck for better topdeck chances later on. Synergy-dependant cards can be kept though, because you have to make points somehow.
Possible synergies for you to utilize are:
- Faction-specific tutors (Menno, Fauve, Natalis…) – low point cards that your opponent can’t utilize unless he is playing the same faction, with the exception of tactics or organics maybe.
- Anything that plays from your deck – Your deck is your inaccessible safe space, so anything that interacts with it will have no or at least a different use for your opponent.
- Singleton decks – this is rather about Shupe and not as much about Radeyah, as the latter is still 8 points without deckbuilding requirements. Shupe however is just a zero point card for your opponent if his deck doesn’t fit
- Coins – this is for Syndicate only of course, but your opponent has no access to your bank account. I will say though that we didn’t come up with a satisfying syndicate list, because it’s hard to get some consistent gainer-spender-balance with all the meddling.
What else is there to consider? Card advantage doesn’t matter. Don’t bring removal that might hurt yourself more than the opponent of course. Use the information from your opponent’s hand to play accordingly. There’s no need to wait with a tall play if neither of the two hands counter it. Also try to shape the last two rounds in your favour. This might be more important than actually going for round 1, depending on what you play.
And one last side note: Don’t listen to those guys who think that playing only garbage is a good idea. That garbage is distributed in a very socialist way, while you miss out on your opponent’s synergy-bound points.
Let us begin with a carryover heavy list that capitalizes on lots of Phoenixes to build up a lot of pressure for the last one or two rounds. If everything goes well, you can have an advantage of 12 points or maybe more when entering those. Detailed description in the deck guide:
A bit contrary to that is our northern realms list, as it doesn’t care too much about carryover and rather brings tools to counter carryover of other people. Instead the Siege scenario gives you a nice edge in round one and your leader ability in combination with Prince Anseis (or Seltkirk as backup) alone is good enough to secure one of the short rounds. Detailed description in the deck guide:
This is a bit of a middle ground between both strategies we had before, using carryover in Phoenix and Crowmother, but also using the Gedyneith Scenario for the long first round. Read the deck guide for details:
Credits also go to Sawyer1888 for assisting in the refinement of these decks and sharing his opinions in the creation of the guide. Thank you for reading this and have fun playing. Until next time!