This chapter will focus on starting War with a bang, having a 75% or better winning percentage in the first round.
Now, for a good start the Master, especially if a fan of Ian Fleming, should face and successfully defeat Darkness. The gamplan used should be a straightforward rush, with a small surplus of Arsenic in order to combat Steals. It is an easy deck to play, especially for a fan of espionage. The creatures, Poison and Arsenic should be played ASAP, while Plagues should wait for at least 3 creatures if the opposing deck is not Pestal and should be played straight after Fractal (if there is quanta to do so) if beating up on Pestal.
Remember not to play Arsenics in the first game if you feel the win is assured. Also, do NOT suicide with the Arsenic.
The Lieutenant should try a similar approach in kneeling the other Pestal opponent. The surplus of Arsenic is no longer needed to counter Steals and some Skull Bucklers are there to defeat Fractix. ALL the cards are to be played immediately, unless the victory is assured.
The team MVP should target one of the potentially weaker teams in order to do a higher amount of damage. He is to take them by surprise and beat them up like they have never been beaten before. Talking to him in particular, I have realized he does not need any tips - he's as good as it gets.
The technician is to sabotage the strongest opponents, with a vast array of mechanical tricks, including, but not limited to Mummies and CC. The deck is built to combat both the fast Grabbow by effectively destroying, or at least delaying all the offense with a fast flurry of control. However, the giants have another mean of defeating human beings - supply block or, as called by the novices, deckout. If this is the tactic used by the most random Lieutenant, you are not to play anything, but for the Eternity, which will successfully Rewind the Spider until the end of all times. Not even the Mummies should go and attack, due to the fact that the colossi can copy your creatures... and that's not good for your health.
The rather weird guerrilla fighter should focus on taking away as many lives as possible, preferably by disrupting the most vivid of teams. His equipment should suit him and stop their opponents cold, while staring in awe at the awesomeness (and being pummeled to death). Also, this fight should send a message of warning to all the opponents. The Black Holes are to be used when the quanta is rather spread and the opponent has enough on-element quanta (7-8+ elements have quanta, and there is one usable element with 5-6 of it) OR (obviously) if the health is running dangerously low. The Discord amount is rather big, but also necessary for good and early lockdown.
The team's bored player, in need of fast action is to defeat the fastest of the fastest using the slowest of the slowest (deck). The Skull Shields, EQ's and SS's are to stop the Sanc stall dead in it's tracks, while the big decksize combined with the Arsenic are to win, either by supply blocking (deckout) or effectively slaughtering the opponents in a nuclear War.
Arguably the most massive team of them all is supposed to be countered by an old now-rebel soldier of them, using troops from most of the parts of the globe, but basing his attacks on some rebel troops. The strategy involves going with full speed ahead, and even using normally CC cards directly on the opponent if needed for the kill.
The last but not least, the newcomer should try his chances against the team best suit to fight us, using a very focused plan to brutally crush the opposition, rendering their defensive useless by sheer determination and strength. If this does not work the victory is very unlikely to come, but risks are needed in Wars of this intensity. Generally Recluses are only to be put down in the same turn as Fractal, but this can change if the General has more than one ready to attack (in hand). Otherwise, not much to be said on this matchup.