Thread:FutureKnightX/@comment-24281553-20160106020712/@comment-11372432-20160107022444

Well, uses staples along with a focus on card advantage and power (especially ones that give power during opponent's turn so you can force the opponent to invest more to win battles). The idea is to make the opponent use up resources to rid your field while you can replace your field easily enough thanks to drawing and salvaging. The deck can't gain stock that well, and will take a while to get going, so rush is a weakness, especially as this doesn't deal damage that well.

Anyways, at every level, I would have the ratio of 1/3 utility and 2/3 attacker, if that makes sense.