Individual tactics are, of course, just that: individual. One player's unwillingness to use "weasel" cards merely becomes fodder for another player, perhaps renowned for his underhanded tactics. Strategies will naturally vary with each player, but this section presents some common tactics.
The first realm put into play should be the best one currently in your hand. A realm that is difficult to attack in the front rank (realm A) may prevent some opponent's champions from attacking early in the game. As an opponent draws more cards into his hand, his chances of razing the realm increase, but the odds of you being able to defend it increase as well. If the only realm in your hand on the first draw is particularly weak, it may be better to wait a turn and hope to draw a realm with better special power. However, waiting beyond the second turn will cause cards to be discarded at the end of that turn — and may give an opponent a two realm lead.
You should never lay down your first realm unless you have a champion in your hand able to defend it. Even if you think the realm's special power is enough to prevent an attack, you can never be too sure of what an opponent has in his hand. If you ignore this warning, you're just giving an opponent a chance to earn a free card when he attacks and razes an unopposed realm.
Lastly, you should also always play the middle realm in the third row (realm E) before playing either end. The middle realm is protected by two realms unrazed in front of it, whereas each end realm is only protected by one.
Given the number of SPELLFIRE cards able to discard realms, it is not entirely safe for you to place champions into play if there is only one realm in your formation; two realms are generally safer than one. Waiting until your third turn to play champions would most likely cause cards to be discarded because of hand size limitations. In addition, if you have a popular champion, one likely to be in an opponent's deck, it's best to get that champion out early, before an opponent puts down the same champion. This especially applies to multiplayer games, where the Rule of the Cosmos can hurt you more than help you.
Attacking an Opponent
Unless the theme of your deck states otherwise, it's best to attack an opponent every round, if possible. Even if you have only enough cards to win one round of battle, at least the defender's forces will be whittled down so that he may not be able to attack you during his turn. If you happen to get a good draw in your first (or second) turn, an immediate attack on an opponent may catch him off guard.
Sometimes when attacking it's best to be able to get the first card in during the course of a battle. This allows you to use your instant defeat cards or other potent special powers first before an opponent does. When attacking also remember to play cards that double or triple the attacker's levels as late as possible in combat. This gives you the benefit of the most possible levels of your force increasing.
On the other side of the coin, defending is even more tricky than attacking; however, it is also a way for you to earn easy spoils of victory. When an attacker comes forward, it's important to take a look at how many potential cards can be used in battle. Sometimes it's best just to raze the realm rather than lose many great cards, which can be used later. However, in most cases, your best defensive tactic is to throw everything into one defense in an effort to defeat an attacker and end the battle. Depending on the attacker, the first champion sent forward to defend your realm is often the most important.
Much like attacking, it's best to be the first player to play a card during a round of battle. This is easier to do when defending because you know the level of the attacker. If this can be accomplished, instant defeat cards can be played for a quick victory as long as they're not countered in some way. In a multiplayer game, defensive tactics can work to your advantage and provide you with multiple spoils of victory before your next turn.
Spoils of Victory
How to play spoils of victory is nearly as important as the battle that was just won. if you already have the maximum cards allowed in your hand, drawing spoils of victory cards forces you to discard one card at the end of your turn if the spoils cannot be played. If you're going into a battle (as the attacker) that you expect to win, it's best to be sure to have one card less than the maximum cards allowed in your hand. Never count on the spoils of victory to be a card that can be put into play.
Any spoils drawn can be played immediately, but do not have to be played. Sometimes holding a killer card for the right occasion can be just as deadly. Also remember that if spoils of victory are not put into play, they can be kept in your hand or returned to the top of the draw pile.
Though there are only a handful of cards that protect a player against events when compared to the number of events nearly every Spellfire player puts them in his deck. Because of this, a good tactic to apply is the event "bait and switch" to draw these cards out of a player's hand. This is done by first playing the lesser of two events in your hand. If the first event is negated, chances are that the player doesn't have another such card in his hand - thus the second event is sure to work.
Another ploy to use with events is to play any drawn early in the game before an opponent can build a defense to them. Cards with special powers that negate events are typically held in reserve, and the longer a game goes on the greater chance for these cards to appear. This fact is more true than not in a one-on-one game, less so in a multiplayer contest.