Now that Robin Hood, the main offender of Waru & Mack, is no longer the problem it was on release, I hoped I could bring out Waru without making enemies on the other side of the table. What surprised me was how interesting the hero was to play due to the number of choices he offers over the course of a game.

I took this deck to two online tournaments this week. At the Monday A.W.O.L. tournament on 2024-12-02, the deck went 5-1 in swiss for 3rd place out of 59 on strength of schedule. At the ACE Tuesday championship on 2024-12-03, it went undefeated in single elimination for 1st place out of 44.

It’s surprised me to see such Waru’s play rate drop off as much as it has after the Robin Hood change. My hunch is that it’s more of a perception/fatigue issue than a power level issue; the hero felt plenty strong, even if he’s not the tier one behemoth he was upon release.

The deck

This is a straightforward, aggressive Waru list. The critical mass of 1-drops leans into the greatest strength of Waru’s hero ability: if you force your opponent to act first, you’ll know exactly how many resources you need to dedicate to the current turn. Once you’re where you want to be on board, you can start investing into the following turn by sleeping bureaucrats.

Like many others, I’m spending rare slots to decrease the costs of the deck’s bureaucrats. Cheaper bureaucrats open up 1+2 plays on T1 and increase the granularity at which you can sleep or not sleep your stats.

My build especially leans into the low-curve due to having two expensive, card draw Robin Hood uniques that trigger off of characters entering.

Since the Robin Hood change lowers the deck’s bureaucrat count by three, The Sandman (F) is more important than ever as a way to re-sleep a bureaucrat for the following turn.

Card choices

  • Ordis Cadets (C): These fill the last few common slots as a 2-drop that plays well with Charge! (C). The cherry on top is that it draws two cards off of Robin Hood (U-3405).
  • Foundry Mechanic (F): Purely for the aggressive statline. I chose this over Paper Herald (R) because the 1 in forest is meaningful on blocks in the early-game.
  • Robin Hood: Although still reasonable against Afanas, Treyst, and Sigismar, I think Robin Hood at common and rare is too weak against the general field to warrant an inclusion (at least in a world without sideboarding). Uniques are a different story, as Robin Hood uniques seem to have been balanced around the assumption that the tax line would be weaker anyway, and they add to your bureaucrat count without removing one at common or rare.
  • The Council: 4 mana for the common is more expensive than this build is comfortable with, but the rare at 3 mana could swap for a 1-drop in a slightly less aggressive variant or if you have a unique that frees up a rare slot. I like that it shuts off Treyst’s Haven boosts and from-reserve abilities on one side.

Uniques

My rating system

Robin Hood

Robin Hood (U-3405): 7/7

This Robin Hood provides an obscene amount of card advantage for Waru & Mack if not quickly removed. On the turn it wakes up, Waru’s hero ability generates a token, which fulfills the trigger condition and draws a card. Each of your characters on that turn draws yet another card, leaving you with a wealth of options on future turns.

After the pop-off turn, you’ll have enough cards that you won’t need to play this a second time, so you’ll usually be able to use the support ability for one final draw.

It’s impressive that this unique is still busted after the change to the tax line. My only regret with this one is not getting to play it at least once while it was in its prime.

Robin Hood

Robin Hood (U-4524): 6/7

6 mana is a lot to spend now that the tax line no longer protects itself against removal. That said, drawing two cards when played means that you get something out of it even if your opponent can deal with it immediately.

If they can’t, on the other hand, this will effectively shut down its expedition on the following turn. The fact that it accumulates stats by generating tokens makes it resilient to last-minute removal and opens itself up to being re-slept.

Kadigiran Alchemist

Kadigiran Alchemist: 6/7

This Alchemist is an unreasonably beefy The Sandman that abuses the fact that both of the “if you control a token” lines are non-conditions for Sigismar and Waru. In addition to playing well with Charge!, the fact that it generates tokens synergizes with the sleep ability: if you’re leading by a lot in the expedition, you can choose to hold back a 1/1/1 token or the 2/2/2 body for next turn.

Takeaways

I found Waru & Mack to be a very fun hero to play. I hope that after the change to Robin Hood, the games are interesting for my opponents as well.

I noticed that I took much longer with my turns than usual due to the fact that each action has several decision points, many of which require planning one turn in advance:

  • whether you play a bureaucrat asleep or awake
  • where you place a slept bureaucrat given the upcoming regions
  • which side you put your Ordis Recruit on at noon
  • whether you sleep early in the turn as an after-you or late in the turn once you have a better idea of how things will shake out

Waru has to be more conservative with his cards - especially in the early game - due to the fact that slept bureaucrats aren’t available to be played on the following turn.

Losing Robin Hood reduces the bureaucrat density by a noticeable margin. There were turns where my choices were heavily constrained by wanting to sleep a bureaucrat for the following turn. The Sandman (F) can help fill the void if your only bureaucrat is already in the expedition zone.

I’d encourage anyone who’s on the fence to participate in community-run events on BGA! These were my first online Altered tournaments, and I came away excited to join for more. I’m super grateful to the organizers at A.W.O.L. and Altered Corner for putting on two wonderful events.

Monday A.W.O.L. tournament (2024-12-02)

Round 1 (W): Sigismar & Wingspan

Starting with a 1+2 sequence of Monolith Legate (C) and Ordis Trooper (R) let me go 1-2 on expeditions while sabotaging the Ordis Gatekeeper (C) they played.

On the following turn, I left the Monolith Legate (C) alone and dedicated my resources to the opposite side. My opponent’s decision to let the Legate beat their Ordis Recruit made sense when they dropped an Ordis Trooper (U) that created an Ordis Recruit every time a non-token character entered.

Them committing to that side let me safely sleep an Ordis Attorney (R) while still going 1-1.

The following turn, I placed my Waru Recruit hero-side to force them to commit more than the Ordis Recruit from their hero ability. They did, which gave me a window to drop Robin Hood (U-3405).

A 5 mana 3/3/2 that draws five cards looks pretty busted.

It did its thing on the following turn: I drew a card from the token, then played a 1-drop, which drew me into the Foundry Mechanic (F), which I played to draw yet another card. I finished with two 2-drops for a total of five cards drawn off of a single unique. It’s likely the tax ability was meaningful, too, since my opponent would have had to spend an extra mana for their Ordis Recruit (U), which limits how many tokens they could generate off of it.

My opponent had a strong following turn, and I wasn’t able to 2-0. I got greedy and blundered by miscounting Charge! (C) boosts, putting me at 0-1 instead of the 1-1 I would have secured had I played a Teamwork Training (C) on their double-boosted Monolith Rune-Scribe (U).

Fortunately, my slept bureaucrat left me with a lead going into the final turn, and the Teamwork Training (C) I saved dispatched their Haven Warrior (R) to let me 2-0 for the win.

Round 2 (W): Sigismar & Wingspan permanents

I kept another 1+2 opener as the first player. My opponent dropping an Ordis Carrier (C) let me go 1-0 while sleeping a Monolith Legate (C).

I had kept Robin Hood (U-3405) in my opening hand, so an awkward draw followed by my opponents Ordis Spy sabotage let me with only The Frog Prince (R) to play. My opponent went into the tank with 1 mana available but ultimately passed. It’s possible they were afraid of my 3-mana open, wanted to avoid the Legate sabotage, or just didn’t have a 1-drop. Whichever way, it let me trade on a turn that could have gone much worse.

I ran out Robin Hood (U-3405) on the following turn, accepting an 0-2. The following turn, however, I played The Frog Prince (R) asleep and Quetzalcóatl (R) and Monolith Legate (C) awake for a total of four cards drawn and a 2-0.

My opponent played a Grand Endeavor (R) on T5 when I was already ahead by one expedition. I slightly misplayed by running out an Ordis Cadets (C) too early, which meant their Paper Herald (R) follow-up prevented me from sleeping all my bureaucrats for the following turn. Still, having two copies of Charge! (C) let me spend one of them to at least boost my one slept bureaucrat for the following turn.

At 1/3 on expeditions even after the Grand Endeavor trigger, double Ordis Cadets (C) into Charge! (C) + Teamwork Training (C) let me close out the final day even against a six-character Charge! (C) of their own.

Round 3 (W): Fen & Crowbar

Both my opponent and I took the first turn to set up: I slept a Thoth (C) while they slept a Kodama (F) and played an A Cappella Training (C) on my Thoth.

I put one of my Ordis Recruits in the empty expedition and the other with the Thoth to ensure that my opponent had to commit more than a Martengale to win the expedition.

Fortunately, I was the second player on T3. My opponent led with a Cernunnos (F). They still had a Martengale (C) in reserve with two mana, meaning Cloth Cocoon (C) was a possibility, but I figured this was the best opportunity to play Robin Hood (U-3405). They were able to go 2-0, but didn’t have removal for my unique.

That meant I was able to go off and draw a handful of cards on the following turn. Of note, Robin Hood’s errata’d tax line was relevant here, making my opponent spend a total of 4 mana across both sides of an A Cappella Training (C).

Having kept a Foundry Mechanic (F) over a Monolith Legate (C) was good and bad. It was good in that I played three 1-drops along with an Ozma (C) that turn for a total of six cards drawn. It was bad in that I didn’t draw into another bureaucrat and so ended the day 2-0 but without a slept bureaucrat.

Still, I was massively favored going into the next turn at parity on expeditions and on board but with six cards in hand and two in reserve compared to my opponents two in hand and empty reserve.

I was somewhat careless on the following turn and anchored a Quetzalcóatl (R) earlier than I needed to with my opponent on 2 mana. I figured they had tapped out of Cloth Cocoon (C) but I forgot about Off You Go! (F), which they played to send my bureaucrat to reserve. I settled with a 1-1 and ended my turn by sleeping an Ordis Attorney (R), figuring the slept bureaucrat and card draw were more important than going 2-1.

It's not hard to go 2-0 here, but I looked for the line that would leave me with a slept bureaucrat and up on resources.

They caught me off guard with a Twinkle, Twinkle (C) from hand on the following turn, threatening to reactively remove my slept bureaucrat or sleep my stats for the turn. I was pleased when I noticed that an ahead-of-schedule Teamwork Training (C) on their Tinker Bell (F) would force them into a proactive position. This would leave them with an Off You Go! (F), Tinker Bell (F), and Twinkle, Twinkle (C) in reserve on 4 mana with no cards in hand. If they wanted to mess with me, they would have to make their choice before seeing what I would do.

Their best option was to replay the Tinker Bell (F) to overcommit to one side and sabotage my already overflowing reserve, letting me sleep a bureaucrat for the following turn while trading. My overwhelming card and board advantage let me win on the following turn.

Round 4 (W): Sigismar & Wingspan

I had the choice between a 1+2 start or a slept Quetzalcóatl (R). Being the first player made me decide in favor of the 3-drop play since there’s a reasonable chance my 1-drop would still get 2-0’d. The downside of this line was that my opponent was free to 2-0 by just playing a 1-drop.

On T2, I slept an Ordis Attorney (R) while they curved out aggressively with two 1-drops and a Charge! (C). Fortunately, my Ordis Cadets (C) into a forest-mountain region let me go 1-1 while dedicating significantly fewer resources.

On T3, they took the turn off for The Monolith, Ordis Bastion (C). This is where Waru’s ability shines, as I was able to take both sides while freely sleeping my Quetzalcóatl (R).

Waru constantly makes you decide whether you need to progress now or whether you can afford to bide your time.

They played an Open the Gates (R) on the following turn for 8/8/8 in stats distributed however they liked. I went into the tank, but ultimately decided to make a huge push with my Kadigiran Alchemist (U) to sleep one of their Recruits. The play left me in a bad spot on the following turn, but I was thrilled to secure a second consecutive 2-0.

Drawing into both copies of Sticky Note Seals (C) meant I didn’t have enough characters to avoid an 0-2, but removing The Monolith meant I had a chance to keep pace on the following turn.

Which character is best to sleep with The Sandman?

The only issue was that I had no bureaucrats to sleep. I did have The Sandman (F), however. The first play that came to mind was re-sleeping The Frog Prince (R), but it wasn’t ideal that it was in a mountain-only region. I considered sleeping The Sandman himself for 5 in mountain on the following turn, but then I remembered that my opponent still had 2 mana up.

I ended up resleeping The Frog Prince (R) after all to play around Teamwork Training (C). If they removed The Frog Prince, I could just replay it again, slept, in the other expedition where its stats would be relevant. They passed, which meant I was still banking an effective 3 in mountain for next turn after counting Waru’s at-noon trigger.

On the following day, I had one of those turns where putting a card into mana wouldn’t open up any additional plays. I considered mana-ing anyway but opted against it, in the case of sabotage. Sure enough, my opponent led with an Ordis Spy (C). Grateful I could now play out all three cards I had access to, I had the option to sleep a Quetzalcóatl (R) but didn’t need to, as playing it awake let me 2-0 for the win.

Round 5 (L): Teija & Nauraa aggro

I kept a hand of two 1-drops and the Kadigiran Alchemist (U). Their start of a boosted Muna Caregiver (C) and an Ogun (F) let me sleep The Frog Prince (R) while going 1-1 with an Ordis Trooper (R).

I debated whether I should keep Ordis Cadets (C) into awkward regions but ultimately settled on a greedy keep of Robin Hood (U-4524). This meant I had to run out the Kadigiran Alchemist (U) to win one side overwhelmingly. Being the first player meant sleeping an opponent’s character would have been risky if they could win the expedition anyway with their next play. Though, without a bureaucrat, I was perfectly happy to resleep The Frog Prince for the following turn.

How should you play Quetzalcóatl this turn?

The following turn, they played two Lyra Thespian (R)s - one off the resupply - alongside their double-boosted Spindle Harvesters (R). I made a serious error here: for some reason I assumed that the anchor target for the Muna Caregiver support ability would be the Spindle Harvesters (because they’d get a resupply at noon - wow!). As a result, I slept my Quetzalcóatl (R) in the region not facing the Harvesters in order to try for a 1-1 on the Robin Hood (U-4524) turn.

Instead, they of course anchored the 5/5/5 Lyra Thespian (F) on the same side as my sleeping Quetzalcóatl. Worse still, it was the fleeting Thespian, meaning they were free to replay the other Thespian on the following turn.

I did spend all of my mana to play Robin Hood (U-4524) on the following turn. It was immediately met with a Mana Reaping (C), which let them 2-0 me easily, bringing them to 1 expedition from victory. If I were ahead or tied on expeditions, removal on my 6-mana character which had already drawn two cards might have been tolerable; when I was behind and needed the stats for the following turn, it was a disaster.

The card advantage did help, as a handful of 1-drops backed up with Teamwork Training (C) on their anchored Aloe Vera (R) let me 2-0 to survive another turn. Unfortunately, playing for both sides meant I wasn’t able to sleep a bureaucrat for the following turn.

I missed a sequence here that would have bought me another turn.

On the final turn, I was facing down an Esmeralda (U) in reserve that could sleep a character if they had two plants out (while putting a card from hand into reserve to resupply regardless). This forced me to Teamwork Training (C) their Dracaena (C) early on and pray they didn’t have a second plant along with their anchored Spindle Harvesters. Fortunately, they did not.

I had led with my Thoth (C) before my two 1-drops, figuring it would clearly end up on the forest-mountain side where I was already behind. What I didn’t consider was that their 1/0/3 Esmeralda (U) would only be effective in the water-only expedition where I was already ahead, so I didn’t need to make that premature commitment.

My opponent’s sleep-less Esmeralda (U) whiffed on the resupply, but they had the Mana Eruption (R) in hand for my Thoth, which knocked me from 2-0 to 1-1 by a single point in forest to lose the game.

As I discovered, their options were either Mana Reaping (R) or a Nurture (C) from reserve. Had I led with either 1-drop in the forest-mountain region, Thoth would have dodged their removal and had me going 1-0 on the day.

Round 6 (W): Nevenka & Blotch

My opening hand - along with having three Quetzalcóatl (R)s - offered me a 1+2 start, but as the first player against the threat of a Nevenka boost, I figured leading with a slept Quetzalcóatl (R) would be safer. They 2-0’d me with an Ouroboros Inkcaster (R) and Martengale (R), which my 1+2 start could only have gone 1-2 against.

With an Ordis Cadets (C) in hand into a forest-mountain region, I opted to place one Ordis Recruit on each side. My choice not to double up allowed them go 1-1 on the Cadets side, though I suppose if I had left the Quetzalcóatl (R) alone, they may have chosen to contest that side instead.

When Hooked is good, it's great.

Their A Cappella Training (C) gave fleeting to every bureaucrat I played, so on the following turn, I feinted by replaying the Ordis Cadets (C) on the side with an awoken Ordis Attorney (R), then playing The Sandman (R) into a water-only region to re-sleep the Attorney. The play was looking pretty good until they ended the afternoon with a Hooked (F) on The Sandman to go 1-1.

I kept an Ordis Spy (C) to sabotage away the possibility of more Hooked shenanigans. Their Esmeralda (C) resupplied into a Cloth Cocoon (C), but my card advantage and 1+2+3 sequence made them pass before I slept my bureaucrat for the day.

Both of us were low enough on cards that we stayed on 6 mana. Their Ouroboros Croupier (R) lined up poorly against my two forest regions, letting me go 2-1.

Drawing into a Charge! (C) on the following turn looked great with my 1+2+2+2 sequence. Despite their The Sandman (C), my 1/2 expedition lead and bureaucrat advantage let me close out the game without even needing the Charge!.

ACE Tuesday championship (2024-12-03)

Round 1 (B)

This was a single-elimination tournament, and I was one of several players who received a R1 bye.

Round 2 (W): Teija & Nauraa

A 1+2 start earned me a progression and an Ordis Attorney (R) draw while my opponent also set up for next turn with a Spindle Harvesters (U) and Kodama (C).

Would you fire off the Teamwork Training here?

A double Sticky Note Seals (C) draw priced me into playing two 1-drops. Their aggressive Mana Reaping (R) on the Attorney actually played out very well for them here since I was already choked on playable cards. I was pressured to hold back a Teamwork Training (C) because winning an expedition now wasn’t worth being out of plays when I might need to remove something more important later.

I was relieved to draw into two Quetzalcóatl (R)s. I slept the first so that the second could combat the Kodama (C) if need be, but that let it get eaten by a Cloth Cocoon (F).

Mana Reaping (R) got rid of my second Quetzalcóatl on the turn it woke up, but they were low on cards too, and my Teamwork Training (C) dealt with their only character.

Notably, I put my Ordis Recruits in the same expedition, but spreading them out would have played better with the removal spell and given me the freedom to sleep a second bureaucrat instead of having to play it for stats into an empty expedition. Though since I was so low on cards this game, I wouldn’t have had anything to do with the banked mana next turn anyway.

Not putting a card into mana was okay since my opponent had ramped me twice, and a fortunate 3+3+2 curve with my last three cards was enough to go 2-0 for the win.

Round 3 (W): Teija & Nauraa

I kept a 1+2 hand but opted not to play my 1-drop against an empty expedition in order to get a draw off of my Ordis Attorney (R). I’m not 100% sure this was correct.

What I can say is the extra card happened to draw me into The Sandman (F) which let me 2-0 the next day by sleeping a just-anchored Sneezer Shroom (R).

My opponent had placed their Kodama (C) on the same side as the Sneezer Shroom, which let me win the other side with just The Sandman (F) from reserve while sleeping two bureaucrats, including an Ordis Attorney (R) for a draw on the losing side.

I had kept Robin Hood (U-4524) from the opening hand, but I wasn’t willing to go 0-2 this turn. Instead, I played out a handful of 1-drops. The granularity of the stats let me commit just enough to go 1-1 while sleeping the rest, including two The Frog Prince (R)s and a Monolith Legate (C) for a sabotage.

Playing Robin Hood (U-4524) on 7 mana with a 1-drop let me contribute an Ordis Recruit on the day, and my awakened bureaucrats picked up the slack and let me 1-1 on the tempo-negative turn.

My opponent immediately removed Robin Hood next turn but took a major tempo loss to do so. My choice to incorrectly sabotage Ogun (F) instead of an Aloe Vera (R) with a water-only region active meant I could at best go 1-1 that day, but using The Sandman (F) to sleep and boost a losing Ordis Recruit put me in a position to close out the game the following turn with a host of 1-drops backed by a Teamwork Training (C).

Round 4 (W): Kojo & Booda

This was my first time playing the Kojo matchup, and as the Waru player, I noticed that being the starting player is especially bad here; you’re often sleeping a bureaucrat, so you don’t mind your opponent getting their Booda since you expect to lose expeditions anyway. Fortunately, in this case they only had a Tiny Jinn (R) to go 1-0.

Which card goes into mana?

I was eyeing their Tiny Jinn (R) in reserve as a juicy sabotage target, but I would be the second player, so they’d likely play it out before I’d have the chance. Still, from a hand of Ordis Spy (C), Thoth (C), The Frog Prince (R), and Ordis Trooper (R), I opted to pitch the Trooper. If I did have the opportunity to sabotage with the Spy, I’d want a bureaucrat to sleep. But if my opponent played the Tiny Jinn first, Thoth (C) is a much stronger 3-drop. The Frog Prince (R) is the only 1-drop that works in both scenarios.

My opponent ended up leading with a Haven, Bravos Bastion (R), resupplying into an unplayable card. This opened up what was probably the game-winning play for me, as my Ordis Spy both prevented their ramp and forced them to pass, letting me 2-0 while sleeping a bureaucrat.

My opponent played a sweet Hua Mulan (U) that could lose fleeting with a landmark and would ramp every time it left the expedition zone for an infinite source of ramp. I couldn’t get rid of it permanently, but on one turn I was able to Teamwork Training (C) it for a 2-0 swing at the very acceptable cost of not being able to sleep a bureaucrat that turn.

I was running low on resources with no slept bureaucrat to help activate Ozma (C), but I miraculously drew into both Robin Hood uniques. Here, the 6-mana Robin Hood (U-4524) was superior, as two cards would be sufficient, and I needed its token generation for board presence. My push on the previous turn meant I was ahead by enough that going 0-2 here wasn’t an issue.

By the time my opponent paused to get down the second Haven, I drew into the Ordis Spy to sabotage it for good.

In this spot, there's a conservative line, an aggressive line, and a very aggressive line.

I briefly considered using The Sandman (F) to put myself slightly ahead in both expeditions and threaten to win the game, but my opponent had one card left in hand. If I slept one of their characters and didn’t end up winning that turn, I could end up in a very bad spot. I opted to play it safe and sleep Robin Hood instead.

Their Intimidation (C) from hand indeed earned them a 1-0, but I had card advantage and my boosted Robin Hood on board, which made it straightforward to go 2-0 and close out the game next turn.

Round 5 (W): Kojo & Booda

I drew one of my more awkward opening hands this game. It didn’t have a 3-drop bureaucrat or any 1-drops. Teamwork Training (C) and The Sandman (F) are some of the deck’s strongest cards, but I didn’t think I could afford to hold onto them through the early turns.

I settled on a Monolith Legate (C) to sleep for T1, and I kept an Ordis Cadets (C) and Ozma (C) to guarantee a T2 curve in the hope that Ozma would draw me into some of my stronger cards.

My opponent returned my Legate to hand with Intimidation (C) which only got them a 1-0 but set my sleep cadence back a full turn.

I went 0-2 on T2 while they got down their Haven, Bravos Bastion (R), but I also got set up with the Legate and an Ordis Attorney (R) for the following turn.

I had an overwhelming lead on board going into T3. Since they ramped with Mana Channeling (C) and got two Tiny Jinn (R)s ready, I was able to invest in future turns as well, drawing with Ozma (C) and sleeping a Thoth (C).

A forest-water region let me get away with some greedy sleeps while they played their mountain-heavy Tiny Jinns from reserve.

They were low on resources and drew into more ramp, which let me continue to make greedy plays like re-sleeping an Ordis Attorney (R).

At parity on expeditions but with a massive board and card advantage, I was able to close out the game thanks to two Teamwork Training (C)s in hand.

Round 6 (W): Sigismar & Wingspan

I was blessed with both Robin Hood (U)s in the opener. I kept the stronger, cheaper one.

I started with a 3-drop bureaucrat, which seemed fine against Sigismar, who can usually 2-0 Waru anyway.

Not seeing any 1-drops meant I had no more than one move on T2. I feinted by placing one of the Ordis Recruits alongside the awoken Quetzalcóatl (R), only to play The Sandman (F) blocking the other mountain-water region. I targeted the Quetzalcóatl for the sleep and boosts, hoping to 1-0 while setting up a great board for next turn.

More careful Ordis Recruit placement would have made their Kelon Burst less appealing.

My opponent responded with a killer Kelon Burst (F), taking the side by playing a reserve Foundry Mechanic (F) in forest-mountain. We still went 1-1, but now I didn’t even have a bureaucrat for the following turn. Interestingly, if I had planned better for The Sandman and placed both Recruits with the to-be-slept Quetzalcóatl, I may have been able to make my opponent unable to Kelon Burst (F) without forfeiting a progression.

Down two expeditions and in no position to suffer another 0-2, I had to fight for the board and postpone Robin Hood (U-3405).

Going 1-1 while setting up a Thoth (C) for the next turn provided me with a window to drop Robin Hood then reinforce with a Frog Prince (R) for an immediate card draw.

Here my opponent either misclicked by playing their Foundry Mechanic (F) into the wrong expedition or forgot that even the new Robin Hood would increase the cost of their 1-drop. This resulted in a push on both sides rather than a trade, which was especially unfortunate for them since it gave me a Thoth (C) trigger and a Robin draw.

Card draw + cheap characters + Charge!

Robin Hood (U-3405) ended up drawing me a disgusting number of cards, and a Charge! (C) with my tokens and low-cost characters let me go 2-0 while sleeping a boosted Ordis Attorney (R).

Starting the next day with a 6-card hand let me sabotage both of their reserve plays to 2-0 again. They dropped The Monolith, Ordis Bastion (C), but I had drawn into the Sticky Note Seals (C) to deal with it. At 1/3, I secured the last progression purely off of card advantage.