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52g 52g 52g 52g 52g 52g 52h 52h 52q 52t 52t 52t 52t 52t 542 542 542 542 542 542 542 55s 55s 55s 55s 561 561 7n2 7n2 7n2 8pl
Game 1: Thought light stall! "Time" to rush!! Half-way through, realized: D'oh, can no use SoD in WAR so 100 HP = max possible so OTK is better angle than a rush. Creatures run head-long into the light and die after about one turn attacking each. I deckout lose.
Game 2: Figure to go for OTK... start saving up cards and what not. Get combo in hand, play it all and hit spacebar... ... ... ... ... then see Dial chain had already started and was a lost cause for remaining turns until deckout loss. Should have been counting Dials this game!
Game 3: Attack with same idea as second game but knowing I need combo BEFORE dial chain. Counting dials and hoping to get combo PRIOR to start of game-ending chain. Cheesy starts chain with first of game-sealing Dials - subsequently I draw final card of winning combo but cannot win. Loss #3.
Sidenote: Game 3 included a very odd error (no screenshot as I was caught off-guard and had not enough turn time left to get accurate screenshot) - had 59
remaining but could not summon final Dragon from hand for 10
. Cost (which is highlighted when summon-able) was not highlighted despite my abundance of quanta. Did not matter as chain had started, so this is simply something I am noting at the end.