⚡ Mid Game Strategy

Navigate the critical middle turns where games are won or lost

🔄 Adapting Your Plan

The mid game is where flexibility matters most. Your opening plan may need adjustment based on what you've drawn and what opponents are doing.

🎯 Plan A Working

Your synergies are coming together. You have the pieces for your intended combo.

→ Execute your plan, protect your setup

⚠️ Plan A Stalling

Missing key pieces but still have potential. Draws aren't hitting.

→ Draw more, buy time, look for alternatives

🔀 Pivot Required

Original strategy isn't viable. Different synergies have emerged.

→ Abandon sunk costs, build around new pieces

🛡️ Defensive Mode

Behind on board state. Opponents threatening big plays.

→ Sabotage threats, build steady value

🤔 The Pivot Decision

When should you abandon your original plan?

PIVOT when: You've drawn 3+ cards and still missing key pieces. Alternative synergy is stronger than partial original plan.
STAY when: You're 1-2 cards away from your combo. Pivot options are weaker even if complete.

💰 Resource Management

Mid game is about balancing three resources: Energy, Cards, and Options. Spend wisely.

⚡ Energy
Keep 2-3 reserve
🃏 Cards
Maintain options
🎯 Options
Flexibility is power

When to Commit Resources

Situation Commit? Reasoning
Combo is assembled ✅ Yes Waiting risks Sabotage or opponent outpacing you
Opponent is low on Sabotage ✅ Yes Safe window to execute without disruption
You're ahead in tempo ✅ Yes Press advantage, force opponent to react
Missing key combo piece ❌ No Partial combos waste resources for small gains
Opponent telegraphing big play ❌ No Save Sabotage/resources to counter their turn
Early in the hand ❌ No More information coming; keep options open

🔗 Combo Sequencing

The order you play cards can double or halve your score. Master these sequencing rules.

The Golden Sequence

Draw Energize Setup (Aura/Link) Value Cards Multipliers Push

Sequencing Rules

Card Type Play When Why
Draw As early as possible See more options before committing
Energize Before expensive cards Enable bigger plays this turn
Aura Before affected cards Auras only boost cards played after them
Link When you have targets Links need cards to chain into
Combo After triggers are set Combos count what's already played
Multiply Near the end Maximize base score first
Push Last Final score boost after everything

⚠️ Common Sequencing Mistakes

❌ Multiplying early: Playing ×2 with only 5 points gives +5. Wait until you have 15+ base.
❌ Aura after targets: Auras only boost cards played AFTER. Previous cards miss the bonus.