This may just be a learning curve everyone has to go through, but I thought I'd put the tip out there, and suggest that in MP, you probably ought not use Whirlwind or Whirlwind Enemies. I'll unpack why down below (and suggest that it is possible to build a deck entirely around these cards that is pretty spiffy), but if you're just here for the tl;dr. tl;dr: If you wouldn't trade your chance at winning for a coin toss, don't toss coins. Why is Whirlwind bad? It's not, it's an extremely powerful effect, probably the single biggest effect in the game, but it is asymmetric in your opponent's favor (i.e., it makes a huge change, but your opponent comes out better off). To use a magic analogy, it gets dumped into builds for it's "Timmy" power factor, but it is really a "Johnny" card that you have to very carefully construct a build around, and "Spike" wouldn't use it. Whirlwind has 3 main draw backs: 1. Whirlwind is expensive:WW is roughly equivalent in budget (that is, how many clear/gold orbs they require and how good the other cards on their items are), to cards like winds of war, cone of cold, and wall of flame. Whether WW is better or worse is situational, but think about how strong winds of war is. That's the comparison, your deck needs to get more value out of WW than WoW to bother including it. 2. Whirlwind is negative tempo: It's generally considered sort of a worst-case scenario to leave say, an elven mage standing next to a fighter at the end of the turn (because Obliterating Bludgeon is a thing). But whirlwind can create this very scenario. If your whirlwind dropped his fighter next to your mage, he gets a free turn of beating on you. Even if it's not as extreme as that, your opponent will have one turn to respond to the new positioning before you do. He gets to toss his frost jolts first. He gets to walk onto the control point. He gets to pass etc. You're rolling the dice that this positioning is so good he can't dig himself out of it even when he acts first. 3. The big one: Whirlwind destroys your positioning.If you are a good card hunter player, and you move a character, you are choosing a place on the board that you think it is good for that character to be. The position of your characters right now is due to a combination of chance and your best guesses about good positioning. When you play WW, you trade chance and all of your hard work for chance alone. Playing whirlwind is like saying "My opponent has completely outflanked me and I need a reset or I will lose. I am willing to give up every move card I have played so far just to try to dig myself out of this." If you are in a very deep hole, and that hole is full of lava--WW is a good play. Otherwise you are giving up one of your most precious tools for winning the match: your skill at putting your characters on the right square. WWE is ok though right? Not really no. It has all of the problems above. It's not really much different. Your units stay where they are, but those were good positions mostly because of the spacing and LOS to your opponent's units. Your opponent's characters are the most important landmarks on the board hands down. Whether you move them and your own guys or just them doesn't matter that much. I really want to use these cards though! There are great builds that use them! But the build is based around these cards. Every unit needs to be tough, mobile, and have either out-of-turn options like Slippery Shield or control like Freeze and Winds Of War. I've seen some fiendish examples of decks that use these options to control the victory point. But if you don't have your deck built to manage the huge shift that occurs with WW, you are probably losing money when you play it.