Start with a Job Description
Before drawing a card, describe the player in one sentence: for example, a middle-of-the-order power hitter who can remain at first base, or a starting pitcher built around control, stamina, and three reliable pitch families.
That sentence becomes the filter for every purchase. Essential ratings establish the role, supporting ratings keep the player usable, and luxury upgrades are bought only if the run produces surplus resources.
Build Priorities
| Build type | Essential foundation | Supporting needs | Common waste |
|---|---|---|---|
| Contact hitter | Contact and usable speed | Plate or situational abilities, defense for position | Buying power before reliable contact |
| Power hitter | Power and enough contact to use it | Position defense and useful batting abilities | Spending evenly on every tool |
| Defensive player | Position fit, fielding range, arm where relevant | Enough offense or speed to stay playable | Paying for premium offense before the defensive role works |
| Starting pitcher | Control, stamina, coherent repertoire | Pitch quality and useful pitching abilities | Adding many pitches without reliable command |
| Reliever | Dominant short-work repertoire and control | Abilities suited to leverage situations | Overspending on starter-level stamina |
Use Three Priority Tiers
- Tier 1: ratings or abilities the role cannot function without.
- Tier 2: upgrades that remove a clear weakness or improve reliability.
- Tier 3: luxury purchases made only after the build already works.
Common Setup Mistake
Trying to create a five-tool superstar from the first screen makes every later purchase compete with every other purchase. A narrower build normally reaches a useful identity sooner.
Key Takeaways
- Define the role before optimizing the cards.
- Essential ratings receive points before luxury upgrades.
- Position and expected use determine which weaknesses actually matter.