Card Advantage
Every card is a resource, and you run out of them. Card advantage means your opponent has lost more cards than you've spent. Make each card you play take as many of theirs as it can.
- One for one. You play one card and one of their units dies. That's an even trade.
- 2-for-1. You play one card and two of their units die. You come out ahead.
- Match the card to the board. Hextech Ray hits one unit. Firestorm hits every enemy unit at one battlefield. Aim Firestorm where they have the most.
- Cost isn't the point. A spell that costs more runes than their units is fine if it takes two of them.
Before you cast, count their units at each battlefield and ask what each card can reach.
They have one unit at A and two at B. You hold Firestorm. Where do you cast it?
You hold Ray and Firestorm. Garen has one Kinkou Initiate alone at A and two Demacian Diplomats at B. Which card goes where?
Make your guess, then play the drill to find out.
- Hextech Ray: 3 damage to one unit. Good for a lone unit.

- Firestorm: 3 damage to every enemy unit at one battlefield.

Words from this lesson
- Card advantage
- Being ahead on cards: your opponent has lost more cards than you have spent.
- 2-for-1
- Spending one card to remove two of theirs, which leaves you a card ahead.
From the Core Rules (2026-10-09): 467 — Damage Step · 473 — the Final Point