Its a great way to get extra value out of each and every one of your adventure cards! So, with that knowledge tucked away, let us introduce you to our cards (including three with alternate art), and Gavins observations about each one: Syr Konrad, the Grim The cards strengths: "When I see this card, I start thinking about how I can get creatures into a graveyard as quickly as possible
If you notice black decks keep doing well and red decks seem to struggle, swap out some of the weaker red cards for stronger options, and nerf the black archetypes, for example
If they do, you draw a card
If there are ever situations where you feel like one is better to do before the other, treat those as exceptional cases, but the above has been useful for me
Next trivia question: When the Duelists' Convocation (the DC in DCI and the original name of the governing body for tournament play) published its first set of tournament rules, what was the mulligan rule
It also means cards you control that make you lose the game, like Demonic Pact, wont make you lose