Having missed out on the initial wave of excitement, getting into the game felt a little daunting. Being friends or working with people who were deeply invested in the game only deepened that anxiety; they were often discussing card concepts in ways that far outstripped my meager knowledge of the game. Starter decks were hot commodities and by the time the option of acquiring one came my way, it had felt like I missed out entirely.
Luckily in the world of trading card games, there are generally many opportunities to find an entry point, and that's especially true of a game as young as. With the expansion on the horizon, I was able to pick up and play with the two new starter decks accompanying the set: Tactical Teamwork and Might and Magic. While feels simple to pick up — it only took a few games to really get the hang of things — the new expansion also introduces a few mechanics and refreshes some existing concepts in ways that feel like they'll be much deeper.
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There are plenty of more experienced analysts to break down how these mechanics and decks interact with the card pool at large, so I'll just focus on my perspective: someone who knew a little about the game going in but was ultimately introduced to proper play through these decks. In that regard, they're both great successes. Tactical Teamwork features the Seven Dwarfs as a major thematic selling point, alongside item synergies that want players to think carefully and setup draws or banishes.
It's a pretty simple concept that opens up a lot of different lines of play once you start to get the hang of the basics of the game, but at the same time, none of these cards are so
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