The best things about Hope are that it feels right pretty quick if you stand a chance, that it's simple in your ways of clicking critters (therefore fast) and that it is a relaxed game once you made it past the first couple turns.
Haha I can think of exceptions to that rule. You must fight to the death in the following cases:
~FGs who do manage to put many poison counters on you (Scorpio/Morte). A "go around" via miracle could win the game but it's very dicy although I always do it.
~FGs who attempt to outheal you and sometimes succeed (Elidnis/Ferox/not-so-much FQ). Limited creature slots for RoLs because only the remainder of the 23 can be occupied by dragons. Unless you want to risk a rush which could be defeated by lots of early bonds. I have a strong feeling about modifying feral bond to exclude parallel/twin universed and immortal creatures because they are not really living are they?
~The idiot Rainbow. Even with a good starting draw you can lose by not drawing dragons/fractals to finish him off, sometimes even if you do declare a miracle in between. It can also work the other way round: even with a bad starting draw you can win ie hopeless (pardon the ironic pun) rush
~Osiris on occasion. Without early electrocutor you must conduct the operation of controlled feeding of RoLs to deck him out. Pretty much like feeding animals in the zoo.
So there's still a lot of drama. Well not a lot but you have to deserve the win. And doing the math to calculate EMs is another matter altogether XD