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N.A.R.P.

The N.A.R.P. Deck-Learning System

Notes | Antagonists | Recall | Play

 

The NARP Deck-learning system is a way to get to know a KeyForge deck through four practices: Note, Antagonists, Recall, and Play. Whether you’re looking to get competitive or to get to know your unique deck, you can NARP it!

Notes

Complete the Notes below as you play your games. You can format the journal however you like; wins/losses, writing detailed accounts of each game, or just general thoughts after a larger number of games. The point is to play a bunch, and reflect on what you learn about the deck as you go. 

Antagonists

KeyForge is a game of matchups - the Antagonists of your deck! As you take Notes above, keep track of what kind of decks give your deck trouble. At the end of NARP, distill this into a list of things to look for in an opponent’s deck at the beginning of a match. Expand the below table as needed by right-clicking the table and selecting “add row below.”

Recall

Even though you can look at your own decklist to know what’s left, you’ll make good plays more intuitively - and be more connected to the deck - if you memorize the decklist and are able to Recall it at a moment’s notice. 

Play

It’s KeyForge’s self-evident truth: to figure out how strong a deck is and get better with it, play the deck! For NARPing your deck, we recommend setting an initial goal of 50-75 plays minimum to have a working knowledge of the deck. A goal of 100, 150, or more will expose you to even more situations with your deck.

Access the N.A.R.P. Worksheet