When building decks, I consider what the "big" cards and mechanics are at the time. Right now, here's a partial list of what I would ensure I had protection against:
Typical ways to combat that are listed below, but are not limited to these ways:
All that being said, you want to make sure that your deck has a FOCUS as well. I've seen way too many decks that try to do too many things, and you can't prevent EVERYTHING in one deck. And as dboeren said in another post, play test them against a variety of decks!
Konx wrote some articles a while back regarding cost redux, card economy, and some other stuff, and I'm thankful because he's better about putting those things into words than I am. I freely welcome any questions, comments, critiques, etc. Hope this was at least helpful and didn't come off as overly preachy!
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Preachy? Far from it. This was exactly what I needed. Putting card names to current strategies and their counters is great. I still don't know the card pool well enough to be able to envision those things.
Would you say that each (most) of the factions have a way to deal with these things? Or at least enough so that MOST combinations of dual faction plus some neutral cards can address most of the likely strategies you'll encounter?
Each of the factions has their own strengths. Generally, it's necessary to combine 2 factions to get a good spectrum of prevention and win mechanisms. Someone summarized them awhile back, but I'll attempt to do so.
Again, each faction has its strengths, but none of them (except for Cthulhu) does well standing on their own, in my opinion. Some unlikely factions work really well together (Shub/Miskatonic, Hastur/Agency, Syndicate/Cthulhu) if the deck is built properly. Generally speaking though, most Mythos factions work well with each other, and same goes for the Human factions.
The one thing I can't stress enough is to have a theme. My SY/ST Trampoline deck that I posted is all about denial: bouncing and exhaustion. I have just enough stuff to deal with support cards and some rush things to round it out to make it an enjoyable deck to play, and annoying to play against. Hope that this is also helpful.
I've never been to a Call of Cthulhu tournament before, but I have played some other ccg's on a tournament level before. When it comes to deck building all I can say is that you should focus around the one and only core thing that really matters imo: card advantage. Now this is often missunderstood. This does not = drawing cards. You want to have an advantage on the board. You can achieve this by destruction, take control, drawing, bouncing, exhausting, letting opponent discard cards, etc. Make sure your have a card advantage and you will win more often than you will loose.
Sometimes I believe that this less material life is our truer life, and that our vain presence on the terraqueous globe is itself the secondary or merely virtual phenomenon.
"Beyond The Wall of Sleep"
Very helpful and well written article.
@ Mephistopheles: Agreed. Card advantage takes many forms and the same seems to hold true in Cthulhu as it does in Magic. So… a "yeah what he said" +1 to your post.
Thanks for the article, some great thoughts there.
In looking at the list of issues that need to be covered for a deck to be "safe", I think there may be more issues than there are direct fixes. As such, cards to look for may be those that could potentially solve different problems. Master of the Myths is a great card (probably too great - Restricted list, here we come) because he can so handily deal with destruction, removal, insanity, etc. Hard to counter a card that isn't going to be there until the start of the story phase - and that has Willpower and Toughness. Flux Stabilizer, likewise, helps shut down various flooding and discard pile fishing strategies (and Master of the Myths!) It's cards like those - that have multiple strategies they can help counter - that will be useful.
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