document updated 17 years ago, on May 7, 2007
0. Allies are very useful, in that they do free, repeating damage over a number of turns. If one
side is allowed to get 5+ allies without opposition, they're very likely to win the game in
short order.
1. Card draw is very important. Focus on getting a decent collection of quest cards that have
net-positive card-draw, and don't use any other quest cards unless you have a good reason to.
(and be careful to avoid to have a net-positive card-draw but really result in net-zero)
2. It's easy to play with speed allies (eg. horde, and as many ferocities as you can get) that
aren't situation-specific. A deck that's made of only speed allies and card-draw quests will
definitely beat the least sophisticated decks. (eg. those that don't incorporate elusives or
other cards requiring non-combat damage)
3. Non-combat damage is important, in order to deal with elusives.