Standard reference & strategy
Learning path
Learning path

Evaluate card advantage and resource quality

More cards can give you more choices. What those cards can do matters as much as how many you have.

Count useful choices

A full hand is not always a good hand. Five costly cards may be worse than two cheap answers when you are under attack.

Cards on the board count as work you already paid for. Enemy cards you removed matter too. Hand size is only one clue.

Get more from each card

A spell that removes two enemy cards is often called a two-for-one. A minion that wins several trades can do the same kind of work.

Drawing moves a card from your deck to your hand. Making a new card adds a card from another source. Both can help, but they have different limits.

Check whether you can use it

Ask if you have the Mana, time, space, and targets a card needs. A removal spell may do little against a deck with few minions. A huge finisher may not save you this turn.

Do not empty your hand without a plan. Do not save every card forever either. Play enough to make a real threat and keep a follow-up when you can.

If your board already wins next turn, another large minion may not make the win faster. Saving it could help after a board clear. A weak board, though, may need more help now.

After a game, ask when you ran out of useful choices. Look at card quality and timing as well as card count.