>>544695003
Think of dirt as the opposite of roach. You don't need any specific skills to pilot it and your turn to turn play is very simple, but instead of piloting towards one wincon you have to pick from a dozen different game plans. Your first goal every match is identifying what your opponent is on, what their hand probably looks like, and what wincon you can reach in the match up with your hand. The reason it plays this way is that your builders and spenders compete.

So a good example is that if you see Sword and then if they represent Loot, chances are your Lilanthems are dead because they'll kill you even if you blow up their board with it. So you don't have to save dirt for Lilanthem, you're just optimizing every turn to stay above their kill threshold with your heal spam, wards and removal. But you need to decide this on like turn 3 so that you're engaging your amulet or playing Penelope over Melvie in order to make sure your Edelweiss on 4 doesn't kill your Norman on 6 later. If you identify a Mode Abyss, 6 dirt means Lilanthem can't die to Medusa or to Valnareik evo + scream and she can just dismantle them in response but if you decide that Lilanthem isn't realistic you need to pivot early to answering G&Y. Against Ward you're trying to preempt Wilbert Aether sequences by holding a board and cards that work against it so you can enter Cagliostro burn mode.

The broad idea is really just that every match up has different dirt thresholds and game states you're trying to achieve but you always have to decide early to have the dirt to do it all, use your cycles to reach the right cards, and set up your skybound arts on time. But execution itself isn't hard because there's always an obvious correct play to optimize the turn unlike a lot of decks that require a lot of turn to turn decision making. You basically live or die by your read.