Playing Efficiently

Playing efficiently is one of the most important things to do when playing BLOX Cards. How efficient you play influences whether you win the game or not. Some players are experienced and know how to deal with a specific situation. Other times, the average newbie digs their own grave with a few inefficient plays.
Even if you are an experienced player, you cannot deny the fact that it is easy to make an inefficient play. This page will help you to decide which is the efficient play.
== Problem 1: Trades ==
Let's say you are in a Battle. It is just early-game, and it looks like no one has the edge yet.
Already, you have managed to get an enemy TeeVee (A 650/650 Yellow card) down to 300 Health. You only have a Sylrath (100/400 Blue card) on the board. You cannot summon anything else on the same turn, but your opponent only has a few Studs. There are two options you can take.
* Attack the TeeVee, killing both the Sylrath and TeeVee off
* Do not attack the TeeVee and generate a Blue Stud, giving you more available options to summon a fighter.
Let's evaluate each situation.
If we take the first option, attacking the TeeVee, both players would avoid a variety of things:
* Having a card to buff the card's health on the next turn.
* Having your card be de-buffed on the next turn.
* Having your card die of direct damage on the next turn.
However, at the same time, both players lost their Stud generators. This means that they would have to discard in order to summon a fighter to generate Studs, or to summon a card that costs Colourless.
If we take the second option, not attacking the TeeVee, you would generate a Blue Stud, giving you more available fighters to summon the next turn.
However, you will not know what the opponent could do next. The opponent might:
* Attack with the TeeVee
* Buff the TeeVee's health
* De-buff or kill the Sylrath with another card
* Not attack and generate a Yellow Stud.
You do not know what the opponent has in their hand, what the opponent can summon, and what the opponent is about to do. This goes for the same in the opponent's perspective too.
Attacking the TeeVee with the Sylrath is better than not attacking.
If your hand is filled with Colourless-costing Blue cards, it would be safe to attack with the Sylrath. However, if your hand is filled with Blue-costing cards, you can always discard some of your cards in your hand for Blue Studs.
You would have more of a risk of not attacking with Sylrath than attacking with Sylrath. Killing off the TeeVee would protect you from a loss of 650 Life. Again, you do not know what the opponent can do and what the opponent will do. 
(Nowadays in this situation, it is better to kill off TeeVee, drawing opens up more options for you)
TL;DR: The act of trading, or killing off your card to kill off the opponent's, is better than waiting.
== Problem 2: Value of fighters ==
Let's say you have two cards on your Field: ThatGrimGuy (650/450) and PixelFlame (450/450). ThatGrimGuy stays perfectly unharmed while PixelFlame took a beating, having only 200 Health left. Your opponent plays DeadZoneHark, a 350/550 Blue fighter. Do you attack with ThatGrimGuy or the PixelFlame, assuming you do not have anything to summon or cast?
There are three possibilities: You attack the DeadZoneHark with ThatGrimGuy, you attack the DeadZoneHark with the PixelFlame, or you wait. However, we already explained that waiting should not be an option when you have an option to attack.
Let's go over the situation.
If you attack with ThatGrimGuy:
* The PixelFlame will stay alive, damage the opponent by 450, and will generate a Red Stud at the end of your turn.
* ThatGrimGuy will destroy the DeadZoneHark, but ThatGrimGuy will have 100 health left.
* Both your fighters are now vulnerable to AoE, direct damage, or Haste cards, negating their power.
If you attack with the PixelFlame:
* PixelFlame trades off with DeadZoneHark, both being destroyed.
* ThatGrimGuy stays unharmed, and deals 450 damage to the opponent. However, ThatGrimGuy is still vulnerable to single-target removal/denial from cards like Byte. (But really, who would use a hard removal card on a normal ThatGrimGuy?)
Both situations are very tough to choose against, but it would depend on your goal.
If you want to kill the opponent as fast as possible, or generate more Studs, attacking DeadZoneHark with ThatGrimGuy would be your choice. You would still have more fighters on the Field, potentially killing off more fighters your opponent summons.
If you are concerned about withstanding Power in the long run and want to be more on the defensive side, you would attack with PixelFlame. You would not be as vulnerable to things like AOE and direct damage to completely negate your potential Power. You would still have a big fighter to help you take down enemy fighters for a few turns.
TBC ~Blitzwolfer
== Problem 3: Combos ==
Knowing what to kill in a combo deck is essential, so here is an example. Let's say the opponent is playing RY lifeloss. They have PixelFlame and JavierCollin88Poppin, a very powerful combo, causing you to lose 200 life every time they place down a fighter. You have a Volttt on your Field and an Enrage to buff it to 650 power. Since we have established that waiting is bad and inefficient, which do we kill?
If you kill the PixelFlame:
* Using math, there is only a 5% chance the opponent has another PixelFlame (assuming the one you destroyed is his first one). Since these chances are so low, you can infer that by killing PixelFlame, you've shut down his only continuous lifeloss cards. His only other lifeloss cards are probably cards like Baby Noob, that trigger only once. However, there is also a chance he could have Scrub or YotamTiti which is another 7.5% and 10% chance respectively (assuming he has not Baseplated, discarded, or played any copies of Scrub or YotamTiti).
* Assuming there are no other engines, other lifeloss benefactors like Lilly_S cannot work, since you have killed the engine of the deck. Engines, like PixelFlame are essential to combo decks. They are what allow combo decks to thrive.
* You will leave the higher stat fighter, the 600/600 JavierCollin88Poppin, alive.
If you kill the JavierCollin88Poppin:
* You have killed the higher stat fighter, so the opponent is weakened if they plan on brute forcing you by using just raw stats.
* You have left the engine of the combo deck alive, which means the opponent could still follow up with something like ZKevin, leaving you in a bad position.
TL;DR: Killing engines (combo enablers) of decks like PixelFlame is often better than waiting or killing a combo benefactor like Lilly_S, since killing an engine puts your opponent in a bad position.
== Problem 4: Dealing with board wipes and hard removal ==
Hard Removal is a tricky thing to deal with unprepared. Cards like Ecocide or Mzh3000 could screw you over if you do not have a plan or backup. Here are tips to help you deal with it.
* Bait/force out the hard removal: by giving up a slightly valuable topend like Mewsitive or spamming the most useless cards only, you made the opponent push the panic button and cast their Scripth and Lobster. You could also literally force the enemy into almost losing to have them use their get out of jail free card no matter what.
* Save fighters once you established a good board, saving up to 3 random fighter cards is enough for recovery. It is also recommended to save some cards that give you more cards with draw, summon and randomadd. This is also why you do not overextend in the first place.
* Ignore it with immunities or card that would want the removal, being resilient to removal denies everything your enemies throws at you. Examples of this would be TypicalType, Paraselene Sage, or Sliver_Semtexagon.
* Hand reveal is a great tool against wipes, if you see a board wipe in your enemy's hands, you would be more cautious since you know your enemy could turn the tables if you do not play carefully. Sadly, Yellow Cards do not reveal the opponent's hand.
** While yes, you could destroy your opponent’s bobaman1 with effects that remove them from any zone or just mill them because they have a full hand, they are way rarer and much harder to achieve than revealing the enemy hand. 
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