They are both really consistent decks that are able to establish good fields going first (Zoodiac Drancia and Crystal Wing are cards you will get used to seeing) as well as play through backrows going second
If your opponent has a really good hand and you don't want them to have too many options, you can play Judge to force them to shuffle their hand back into their deck and draw four new cards
(I always imagine it like being what youd get if chess had certain edge cases where rooks could fly, bishops could teleport, or for a second, pawns were driving tanks.) Since the game is built around several thousand collectible cards, and almost every card has some additional unique ability to it one way or the other, it creates an endlessly manipulable, constantly surprising experience
There were a number of players, though, that enjoyed seeing Chandra and Nissa's story get more focus
These are the keyword actions that make this game what it is