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
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
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
Not, you know, "Standard is flourishing" flourish, but like legitimate flourishing
The alternative is that my attacker goes unblocked, and that can either make an opponent dead or I can sacrifice the attacker myself in the post-combat main phase