That said, Id resist the temptation to stick some of the zero-drop artifact creatures like Ornithopter in
Bracket 2: Core Players expect: Decks to be unoptimized and straightforward, with some cards chosen to maximize creativity and/or entertainment Win conditions to be incremental, telegraphed on the board, and disruptable Gameplay to be low pressure with an emphasis on social interaction Gameplay to be proactive and considerate, letting each deck showcase its plan Generally, you should expect to be able to play at least eight turns before you win or lose
Plus, two strong minds will often butt heads and neutralize each other
We've resisted this in the past out of concerns about queue health and especially the quit rate in an unranked Best-of-Three format, but we want to see how these issues play out in practice
So what do they have to offer
A more aggressive build with Vial Smasher the Fierce or a blink build with Thrasios, Triton Hero will be able to take advantage of Yoshimaru's ability the best