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The Dark is the fastest of the decks. It has no breakout
shot numbers, instead relying on relatively even numbers in
most zones. Its Fast Breaks and Kick Outs, which allow you
to change the zones of plays, make it so you don't have to
be that concerned with where you play your cards. So as long
as you focus on just making complete plays, the zone changers
will give you two options of which numbers to use. If you
follow this strategy, you'll have completed a bunch more plays
than your opponent has when you decide to burn your cards.
Similarly, The Dark's block numbers are stronger and more
evenly spread than some other decks. This means that The Dark
is faster on defense too, because once you decide a Player
will block, you don't have to think much about whether he'll
be good in a particular spot. Plus, those zone changers work
great on defense. When the opposing center uses a Red Ball
and a Dunk Shot in the comfy Red zone, use Kick Out to make
it a Green zone play. The same trick works with Fast Break
on a guard in the Green zone.
The Fast Break/Double Shot combo is a high-scoring but tough
trick to master. Double Shot doubles your points on a play,
but makes it -3 to succeed. Echo is your best outside Shooter
with a shot value of 7, so either a Long Shot (6) or a Green
Ball and Jump Shot (2+4) will get you the requisite shot value
of 13 to get your 6 points. If your opponent knows your deck,
though, Echo's gonna have Blockers all over her in the Green
zone. That's where Fast Break comes in. If Echo's hanging
out in the Blue or Red zone, she's less likely to be targeted
for blocking - until you play Fast Break and make it a 6-point
bomb. You've got two of each of these Special Effects, so
with luck, you can pull this off at least once a quarter.
So what do you do with Steal? Replacing a card with one from
your opponent's discard pile is a hard thing to get your brain
around. Playing it on one of your plays means you can use
your opponent's discarded Ball to replace the one you've played
(but not as your only Ball in the play, for without a Ball,
the Special Effect doesn't happen). If you just miss hitting
the basket, you might use Steal as an early Shot to put it
over the top - you'll take a foul point, but you might just
make the play. In your opponent's play, a great use for Steal
is to create a foul by sticking in an errant Shot. You can
also restart a play with a new Shooter, who might also cause
a foul if there's no Ball above the new Shooter in the stack.
Watch stealing your opponent's Special Effects, though. You
don't get to control the Special Effect, so it's probably
going to help your opponent, not hurt her.
View the Dark's Deck List.

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