Category Archives: Key Concepts

Key Concepts: Surviving the Early Game Part 4 – Lore

Our adventure of early game survival has taken twists and turns, and finally we round the bend and arrive at the last of the spheres. Lore is not the easiest sphere to play. Many of the sphere’s strengths could be … Continue reading

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Key Concepts: Surviving the Early Game Part 3 – Spirit

The early game survival series continues. In this installment, we highlight some early round strategies for the the Spirit sphere. For those who want a to review previous articles, see discussions of the Leadership and Tactics spheres. Spirit started strong … Continue reading

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Key Concepts: Surviving the Early Game Part 2 – Tactics

Part one focused on Leadership cards to help survive the early game. We continue the series with the Tactics sphere. For most of the life of the game Tactics was fairly one-dimensional. It had characters with excellent attack and defense, … Continue reading

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Key Concepts: Surviving the Early Game Part 1 – Leadership

In my earlier key concepts article about timing, I described how player cards can be categorized into early game, middle game, and late game. Obviously, most staples are worth playing at any time during the game, but some cards are … Continue reading

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Key Concepts: Learning How to Lose

At times like these it can be tempting for a bear to hole up in his cave and hibernate. While waiting for my turn to receive the vaccine I’ve had to find alternative venues in which to enjoy board and … Continue reading

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Guest Author: Nightmare Conflict at the Carrock on Vision of the Palantir

Durin’s Father has graciously invited me to write a narrative-based review of Nightmare Conflict at the Carrock, over on Vision of the Palantir. For anyone who likes brave tales of bears and eagles and wizards, or who just wants a … Continue reading

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Alternate Art: Grimbeorn’s Path

For a while now I’ve wanted to create a saga deck with the latest card pool and play through all of the quests in a full campaign. It should come as no surprise that I wanted to build a deck … Continue reading

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Key Concepts: Sideboarding

Observant readers may have noticed that my recent deck lists have included a “sideboard”. For those unfamiliar with this term – prevalent in competitive card games – allow me to explain. A sideboard is a list of cards that are not … Continue reading

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Key Concepts: Grading

Whether it is movies, books, or college professors a simple 1 to 5 star grading system is woefully one-dimensional. The reality is that anything worth grading in the first place, is worth analyzing with a bit more nuance than five choices. With … Continue reading

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Key Concepts: Splashing

While mono-sphere decks can be very powerful, a deck is often even more effective if you include one hero from another sphere. Adding just a bit of another sphere is known as splashing. The reason why splashing can improve a … Continue reading

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