Tips for Picking a Good Moirai Triad

A quick note to start: These are all general notes and I’ve seen triads that totally break these rules and succeed. That being said, these generally work. To find out what Moirai is read here:

1. Have a roughly uniform power level in your decks but bring variety.

a. Bringing “clones” however has generally failed when tried. The reason for this is that the player is trying to eliminate the advantage of choice for their opponent but is, in reality, making it easier to spot the few differences between their “clone” decks. (i.e. “oh these are roughly the same but that one doesn’t have R”). Creating a weirder variety is generally rewarded in my experience because it gives your opponent more to think about and evaluate.

2. Don’t bring a decks that can “run away” from you.

a. If a deck is super easy to play and explosive (i.e. some massive LA combo) you are putting yourself in a rough spot in reversal and adaptive.

3. Bring decks that reward your reps.

a. Do you have a deck that you feel took you 50 games to REALLY learn? That perfect here because it will be more powerful in your hands and less powerful in your opponent’s hands.

4. Bring mid-tier decks.

a. Especially when playing quick variant (see the link at the top for clarification) you want to bring mid-tier decks. The upper and lower range of that is fine but don’t bring true reversal or true archon generally. Extremes are very punished in quick variant because you will be forced to play with and against your decks in a single game that accounts for the entire round.

5. Try out new ideas!

a. I have seen so many creative ideas thrive in this format including:

i. Trying to bring one deck that is clearly better in order to control your opponent’s choice a bit and benefit from that knowledge.

ii. Bringing decision point decks. For example, bringing a deck with mid to high creature count and quixxle. You really need to know your entire game plan before you start with that kind of deck. Another card I’ve seen in that vein is general orders 24.

iii. Bringing must ban decks. I’ve seen middling HOTF decks brought just to force your opponent to deal with that in their decision making and benefit from that knowledge advantage.

iv. Bringing decks that SAS doesn’t evaluate well. Bringing decks that the algorithm doesn’t see further limits your opponent’s ability to fully understand your decks without seeing them in action. I’ve seen a lot of weird and unique combos in Moirai decks because the advantage of mystery is real!

b. Don’t be afraid to develop your own ideas and try them out! Just have some kind of philosophy behind your triad and see what happens!