You sort by type first (all 12 Fire, Water, Lightning, Grass), then by evolution stage within each type (Basic / Stage 1 / Stage 2, in both holo and non-holo), then break out trainer cards and energy cards separately
You can only absorb 1 card per turn, but as long as you can attack, you can aim for elimination every turn, and even if the Maham Zone is full of opponent monsters, you can actively remove the equipped card using the effect of or the effect of another card
TCG champion, then you need to build a solid deck that can tackle any situation
Hybrid mana symbols always have a division inside (like a / ), and you can pay either one mana cost or another
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Notice that every type of card works for delve, so lands (like a fetch land you sacrifice early) helps to pay the bill