Value / Attrition
Use cards well so the enemy runs out of useful plays first. Learn how value and attrition decks save answers, manage draw, and turn resources into wins.
Value and attrition decks try to end a long game with more useful resources. They may create more cards, take good trades, or use threats that are hard to remove.
Hand size is only a rough guide. Five cards that do not fit the game can be worse than one good answer and one strong threat.
Save what matters
Match each answer to a threat it handles well. Save flexible removal when a narrower answer will do. But do not risk dying now to save cards for an imagined later turn.
When creating cards, choose one that fills a real gap. The most expensive option is not always best.
Leave hand space before drawing or making cards, so you do not lose a key draw. If a minion can keep creating value, weigh the cost of protecting it against what another use will give you.
Once ahead in cards, start attacking if the enemy has a stronger eventual win.
Strengths and weak spots
This plan works well against a limited supply of threats and enemies that cannot punish slow turns. It can lose to fast damage, a combo, or a better repeat effect.
Drawing too fast can also bring your own Fatigue sooner. Ask what each player will run out of first. Then decide if changing your draws, trades, or threat timing improves the result.
To choose a winning plan, say how your extra resources become a win before the enemy finishes.