Hi there, after playing now for a while I would like get your opinion for which cards you safe your "No". This list might also help beginners and avoid the "oh I didn't know this was possible" moment. I know that in general every tactic can be game deciding and worth to use the "No" on. But I am more interested in the cards your opponent can bring and you have in mind at the start of the game to reserve it for. Again this is situational depending on the scenarios so I would propose to categorize scenarios into two groups . One where massive movement might be necessary due to scoring zones being potentially far apart (e.g. Assault) and the second where movement is more limited / not focus of scenario (prime example: King of the hill) plus "other situations". Below I started a first list of tactics in the two categories. My picks are mostly movement driven as this is my preferred style ;) This list is by far not comprehensive and I am not claiming it is perfect. Happy to hear your opinions, comments and edits! Potentially massive movement (Assault, Conquest, Scorched Earth, Blitz, Human Target, Capture the flag) Unlimited Power Asteroid Belt Mizu-Do / Go-All-Out (--> tripple movement) Odin's Breath / Kaze-Do Hidden in the Sand Wallbreaker (only 11 hexes, but no line of sight needed) Tectonic Shake Movement more limited (King of the Hill, Carnage, all Ziggurat missions) / other situations Epic Regeneration Atom (in case of critical attack) Ace of clubs (in case of critical attack) Amputate Hic et Nunc Ambush Feng Shui (not sure about this one) Mind Reading (not sure about this) Gravitational Slingshot (not sure about this) What do you think? What is missing? What would you add? Happy to discuss! Ps: There is a "Overall" forum section missing to discuss stuff like this!