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Same gameplay as the old Kazoo miracle. Plan for a turn 6 burst of stats. Leader is insurance against opponent's turn 5 Wave or if you've got a good idea their turn 6 is going to be something that be better then anything you can throw down (a big Negative turn, a half dozen Swarms and an America, etc). Zero let's you play Max or Cow on an earlier turn with no drawback, if you see an opportunity for it.
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