Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All formations are inverted when this rule card comes into play. The front row now has three realms, the middle row has two, and the back has one.
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TSR
Wizards of the Coast
Inverted Pyramid is a good rule card for some combat decks, but difficult to use to its best advantage.
While in play, the formation of each player changes, such that position A is in the third row, behind all other realms played after it. Players fill their formation from the back forward, with each new realm protecting previously played realms. This means that each realm is exposed when it is played, making a good target for a combat deck. The best way to use this advantage is for the combat deck to attack right away, as future realms will block access.
Another key factor is that a deck wanting to defend itself is that each realm must be defensible, as each realm is exposed when first played. However, some interactions with Inverted Pyramid are interesting. Siege! (150/1st) razes the "front realm", and each player may choose what is their front realm. As the card states, if the "front realm" is razed, that player is immune to the event. However, Siege (203/1st) requires that one realm from the front rank being discarded, and that rank is whichever is closest to the front row.
However, any one of those realms can be chosen by the formation owner. Inverted Pyramid is an interesting rule card, and it will show up fairly often in fun decks. In tournaments, it might show up in more combat based decks, but it is more likely to be replaced by a stronger restriction rule card.
This tactics has been seen for most combat decks seen in tournaments.