Agreed with Skeptic.
Also, good basic tip for the opening turns is knowing that if your starting hand has 5 points to spend, your next hand will have 3 (along with the 2 militia that complete your starting deck). If you start with 4, your next will have 4. Whatever cards you grab in the first two turns may possibly end up in your hand in the third.
The same applies to your opponent, so pay attention to what he could possibly be able (and not able) to grab on the starting board in his next turns.
Weigh all this information carefully and know what is and isn't possible. The opening sequence can really set the tone of the match if you get a good jump.
Also, good basic tip for the opening turns is knowing that if your starting hand has 5 points to spend, your next hand will have 3 (along with the 2 militia that complete your starting deck). If you start with 4, your next will have 4. Whatever cards you grab in the first two turns may possibly end up in your hand in the third.
The same applies to your opponent, so pay attention to what he could possibly be able (and not able) to grab on the starting board in his next turns.
Weigh all this information carefully and know what is and isn't possible. The opening sequence can really set the tone of the match if you get a good jump.