It’s time for a second run of Commitment to the Cause. As I said back in May, you could call this format Super Hyper Turbo Star Realms (non-scrapping edition)!

Format Rules and Statistics

The Commitment to the Cause scenario rule ensures the fastest games of Star Realms you are ever likely to play.

Scouts and Explorers produce an additional 1 trade. Vipers produce an additional 1 combat.

This week we are playing with the Core Set and Promo Pack 2. A small 92-card trade deck ensures that you will see expensive, rare cards regularly. The scenario rule ensures that you will be able to buy them, starting on the very first turn.

Because this week’s rule is very simple, there are no technical notes. I do have some statistics:

Games are ending on turn 16 or 17 on average.

During the majority of my games this week (6 out of 11), the winner had less than 10 authority left when they won.

I said this last time: I cannot overstate how different the game is when the player going second is guaranteed to have 6 trade on turn one, and will have 8 trade on average. While there is some disagreement about how much the first-player advantage is in Star Realms, most top players believe it exists. This week’s Arena rules put player one at a significant disadvantage.

Star Realms Turbo Mode

I will start by quoting from the last tips article about this format:

Every purchase you make gives your opponent an opportunity to purchase an 8-cost card on their turn, if the trade deck flips up something great. Don’t buy cards just because you can! Cards that provide 2 trade that normally are good, are terrible in this format, because your Scouts provide 2 trade. Think carefully before you buy anything that provides trade.

Look at your opponent’s deck, especially when they have 7 or fewer cards left. Can they even purchase an 8-cost card should one appear? If not, you can be a bit more aggressive with your spending spree. Just remember that every card you put into your deck makes it less likely that you draw your best card. Be sure that you don’t buy so many cards that you find yourself shuffling your deck less than your opponent.

Player One Must Defend

Again, quoting from last time because it still holds true:

While there are few absolutes in Star Realms Arena, I am pretty sure this is one of them: This week, if you are going first, you need to buy cards assuming your opponent will have much more damage potential than you will have. If there is a 7+ cost card in the opening trade row, you can’t buy it but your opponent likely will. The only way you get a big card into your deck in the early game is if your opponent buys incorrectly. You need to defend!

This time, because of the different sets, my opinion as how you should defend is different. In the prior format, I suggested that player one should invest in bases. This time, there are many eight cards with “Destroy target base” as an ability. That’s nearly 10% of the trade deck! Two of them are War Kite, an uncommon that costs just two trade! Stay away from most bases this week. They are not reliable enough.