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The three numbers on every character card decide what it costs, what it beats and where it can fight from. Here is how they interact.
by @deck-lab
A practical breakdown of the two reactive windows in a Hero Rush turn, and which cards actually use them.
by @deck-lab
SPACE plus TIME — how far can two copies of each starter get you? Surprisingly far, if you respect the movement package.
by @deck-lab
150 cards, four colors, thirty RUSH POINT designs. Which of the headline rares actually earn a slot in a 50?
by @deck-lab