Rank 2 challengers guide
In all seriousness, Im super glad you made this and I actually had a similar concept about half done and you've saved me a lot of work
No one had even broken 1700 for the first half of the season so I figured I was safe, I'm looking forward to the competition the rest of the season
You're clearly a great player, and I agree with everything in your strategy guide, it's just the tierlist I disagree on a bit. I'm going to look at a few of your replays and see how you draft around a few cards, specifically MUA which I have been pretty vocal about being a bad card in the forums but you rate highly. I know how hard it is to climb so for you to get up to 1740 using it I may be underrating it. I never take that card, even when it is a duplicate on turn 1 and I've never ended up regretting it- it lacks consistency, it is super obvious when it will be in the final and is very easy to play around, and is inflexible in deckbuilding. I also think vacuum cleaner is good, but I'm biased because I think sailor is the best card in the game and almost all of my decks have a sailor or a clairvoyant (when I can find it) so vacuum tends to be pretty good because it is more consistent. Related to this, I'd like to comment on "Keep in mind that these effects are only actually useful if you run a lot of singles which you generally do not want to do" -sometimes you have no choice but to run singles, and running 9 uniques and clearing them out with vacuum/butler is the same as running 6 uniques with 3 duplicates. In a game where you don't find many duplicates, vacuum cleaner is even better than prince in my opinion.
Finally, I'd like to tack on a few tips of my own on a topic I don't think is addressed in the forums and only gets 2 sentences in your guide: How deckbuilding changes for each set that is removed, because for me it is quite variable.
Outer space: No red means no UFO- you will have no chances to get duplicates of your A cards once you leave the A deck, and sailor also becomes even better than normal as it and UFO are the only cards that let you see your whole deck guaranteed while still getting 7 uniques. I will go into B deck on turn 3 if I have either 1 pair or 1 sailor. Additionally, stable boy becomes terrible because band and UFO are out of B so the only 3 power cards you will be able to find are A deck cards and cowboy (blacksmith and dog are bad cards in my opinion and I really caution against them). Additionally, you don't need to worry about hologram in the final so you can be greedier in your deckbuilding.
Haunted house: no butlers/vacuums, no necromancers, no ghosts. Duplicates become very important without the backup option of picking up butlers and vacuums, and my trade secret is that I 99% of the time go into C deck turn 6 and reroll for hologram. Hologram becomes the best card in the game by a wide margin when you are certain your opponent can't clear the card and I almost always win the lobby when I find one, and always when I find 2+. It is so good here in all situations- either your opponent has a lot of duplicates, and is running 6 cards so a hologram can bench them out before they even see their duplicates, or your opponent is running 7 cards with few duplicates so hologram benches them even earlier. Yes, sometimes hologram gives them a duplicate, but thats incredibly rare. The chance for that is (total B deck cards remaining that would be a duplicate/total B deck cards remaining) which is typically 15% or less.
Film studio: this one doesnt affect me as much as I never run MUA, but its important to consider that decks will typically be tall in this format so finding bigger cards rather than utility cards is typically good. Cook becomes much better, and there are no heroines so you typically absolutely need to win round 6 and 7 and should be playing that way from the beginning.
Shipwreck: no sailors
purple is the weakest set so there isnt too much affected, no sailors means I typically go B deck on turn 3 and reroll for UFO or clairvoyant.
Funfair: This set being out affects gameplay very little, these are typically the games where I go for stable boy the most since yellow has no 3s
Castle: Set B&C castle cards are bad so this one affects gameplay even less than funfair, any strategy except stable boy will work fine
Let me know your thoughts