Use immediate attacks and Block to get through early fights. Add Exhaust support when you can name the cards you want to remove and the cards that will keep winning afterward.
Keep an attack, a defense plan and enough draw or Energy to repeat them. Removing most of the deck does not help if the remaining cards cannot finish the enemy. Burning Blood heals 6 HP after combat, but it cannot rescue a lethal self-damage turn.
Kingy planning example: label the current hand “must keep,” “use once,” and “safe to remove” before a mass Exhaust. If your only scalable attack sits in “use once,” change the plan. Count the next enemy attack after any HP cost.
A Strength reward can improve repeated attacks; a Block engine can support a defensive damage plan. Let rewards fill the missing role. If ordinary fights are already costing too much HP, a narrow late-game payoff is a lower priority than a card that works immediately.
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