<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[My deck can&#x27;t lose when it runs normally — bad draws today, doesn&#x27;t count]]></title><description><![CDATA[<p dir="auto">My deck literally cannot lose when it plays out correctly — today was just awful draws, this one doesn't count!!</p>
<p dir="auto">The control archetype I've built has a theoretical counter to every aggro strategy. Front-end lockdown, no deployment for the opponent, then a heavy-cost finisher to swing the board in one move. The logic is airtight.</p>
<p dir="auto">Today's problem: kept drawing my late-game cards for the first six turns. No early control pieces, couldn't set the pace, looked like I was getting steamrolled. That's not the deck's fault — that's a shuffle outcome. Normal draw distribution and this is a completely different game. Running it back now.</p>
]]></description><link>https://spveforpit.com/topic/475/my-deck-cant-lose-when-it-runs-normally-bad-draws-today-does</link><generator>RSS for Node</generator><lastBuildDate>Sun, 26 Apr 2026 11:59:44 GMT</lastBuildDate><atom:link href="https://spveforpit.com/topic/475.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 23 Apr 2026 07:00:39 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to My deck can&#x27;t lose when it runs normally — bad draws today, doesn&#x27;t count on Fri, 24 Apr 2026 07:19:36 GMT]]></title><description><![CDATA[<p dir="auto">This is actually really helpful. I didn't think about the mulligan policy as part of deck construction. I've been building decks and then figuring out the mulligan after.</p>
]]></description><link>https://spveforpit.com/post/1732</link><guid isPermaLink="true">https://spveforpit.com/post/1732</guid><dc:creator><![CDATA[fryjunivy]]></dc:creator><pubDate>Fri, 24 Apr 2026 07:19:36 GMT</pubDate></item><item><title><![CDATA[Reply to My deck can&#x27;t lose when it runs normally — bad draws today, doesn&#x27;t count on Fri, 24 Apr 2026 05:52:47 GMT]]></title><description><![CDATA[<p dir="auto">Bad hand situations are where deck construction decisions pay off or don't. A well-constructed deck has 4-5 acceptable bad hand outcomes. A poorly-constructed deck has 2-3. Mulligan policy matters too.</p>
]]></description><link>https://spveforpit.com/post/1731</link><guid isPermaLink="true">https://spveforpit.com/post/1731</guid><dc:creator><![CDATA[pike7319]]></dc:creator><pubDate>Fri, 24 Apr 2026 05:52:47 GMT</pubDate></item><item><title><![CDATA[Reply to My deck can&#x27;t lose when it runs normally — bad draws today, doesn&#x27;t count on Thu, 23 Apr 2026 07:00:39 GMT]]></title><description><![CDATA[<p dir="auto">My deck literally cannot lose when it plays out correctly — today was just awful draws, this one doesn't count!!</p>
<p dir="auto">The control archetype I've built has a theoretical counter to every aggro strategy. Front-end lockdown, no deployment for the opponent, then a heavy-cost finisher to swing the board in one move. The logic is airtight.</p>
<p dir="auto">Today's problem: kept drawing my late-game cards for the first six turns. No early control pieces, couldn't set the pace, looked like I was getting steamrolled. That's not the deck's fault — that's a shuffle outcome. Normal draw distribution and this is a completely different game. Running it back now.</p>
]]></description><link>https://spveforpit.com/post/1354</link><guid isPermaLink="true">https://spveforpit.com/post/1354</guid><dc:creator><![CDATA[fryjunivy]]></dc:creator><pubDate>Thu, 23 Apr 2026 07:00:39 GMT</pubDate></item></channel></rss>