If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. - The Art of War, Chapter 3, Canto 18 This proves Sun Tzu dealt with reality rather than cards and RNGs, but the principle remains valid 2.4 millenia later. You may choose to learn your enemies by engaging them repeatedly until you learn all their cards, or you might check http://wiki.cardhuntria.com for maps and deck lists. Either method works. Then build the best you can for what you will face with what is available to you. Don't Bring Dead Cards Piercing/Slashing attacks are dead vs foes with Only Bones or Tough Bark armor. Crushing Attacks are dead vs foes with Amorphous Body. Fire and Electrical are dead vs foes with Risiatant Hide. You can change these with armor removal cards, but armor removal is dead vs foes with no armor. Parry is dead vs foes with no melee attacks. And so forth. Note: Penetrating attacks usually do less damage than non-penetrating attacks of the same quality, so while not dead, they may be weaker vs unarmored foes. Exploit Weaknesses Such as applying flame to combustible enemies. Use Cycling Traits Positive traits can enhance your abilities. Negative traits don't, but are sometimes harmless and allow better items for a low token cost. Nightling is currently the best negative in the campaign (IMO) if you aren't playing in Mitternacht. Cycling traits are a means of "thinning" your deck to get to your good cards faster. If you have positive traits or buffs you want to keep, minimize the variety of other traits. You can find trait evaluations in the Deck Building forum. Movement Positioning is crucial in this game and, particlarly in the early stages, you'll probably not have much movement. It is generally best not to move first on your initial turn unless: - you need to establish a fighting position (such as a choke point) before the enemies get to it. - you need to take cover from ranged attacks. - you want to be on a victory square in case they pass. - you desperately need to be further from adjacent foes. (Brought an elf wizard to Path of Champions, did you?) - Anything else reasonable, but not listed. Otherwise, play a buff or pass. Most of your opponents will have extra movement cards in their decks (which is knowable), and it's usually best to let them burn their moves coming to you. If you don't have a reason to move, it's often best not to.