GET YOUR PRIORITIES STRAIGHT As I implied at the start, theres probably no aspect of the rules which is as beneficial to understand yet so widely misunderstood as this one
Hyper Cards follows a simple premise: the player is in a room filled with booster pack boxes
The "nine lives" gag is still there, the stealing opponent's cards is there, but the focus on artifacts, though flavorful, was eventually deemed too narrow
This gives you a level of agency over your final deck that you can't get in Sealed Deck, and it makes for a fascinating process on top of that
Recommended For: +1/+1 Counter decks (Atraxa, Praetors' Voice) Experimental Overload Power-wise, Experimental Overload isn't close to the degeneracy of Archaeomancer, which enables all sorts of silly nonsense like Engulf the Shore loops or just taking infinite turns with Time Warp + Deadeye Navigator