Welcome to the twelfth episode of the Kards Podcast!
This week – Cybernetic and I are going over different CCG deck archetypes and then 20 different archetypes specific to Kards and talking about strategies, playstyles and key cards.
See the website for a full version of what we are talking about.
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Send feedback and questions to kardspodcast@gmail.com, reach out on Twitter @KARDSPodcast, or hit me up on the Discord channel.
Giveaway
The winners from among our Patrons are: marduk and Sartistic V. Please contact me via email or Discord so we can get your packs sent to you!
Ways to win
Winners Picked – If you are a $2-a-month Lieutenant back on Patreon you will automatically be entered in future giveaways.
Stream Packs Claimed! – Given out during streams. Monday nights at 6:30 p.m. Eastern Standard time.
1 pack – Content creation contest. Pick your favorite and write a short card breakdown about that card (no more than 500 words) or a 5-minute maximum video about the card and email that to kardspodcast@gmail.com. Deadline is TODAY (but I’ll accept entries through the weekend) and the winner will be announced April 26.
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UName’s recent run to Field Marshal in all five factions with a brand new account
CCG Deck Definitions
Modified from the Magic the Gathering Wiki, read more here.
Aggro – Decks attempt to reduce their opponents from 20 HQ HP to 0 life as quickly as possible, rather than emphasize a long-term game plan. Aggro decks focus on converting their cards into damage; they prefer to engage in a race for tempo rather than a card advantage-based attrition war. Aggro generally relies upon units as its accumulative source of damage. Aggro decks can quickly overwhelm unprepared opponents and proceed to eke out the last bit of damage they need to end the game. Aggro decks also generally have access to disruptive elements, which can inhibit the opponent’s attempts to respond.
Control – Avoid racing and attempt to slow the game down by executing an attrition plan. As the game progresses, control decks are able to take advantage of their slower, more powerful, cards. The primary strength of control decks is their ability to devalue the opponent’s cards.
Combo – Use the interaction of two or more cards (a “combination”) to create a powerful effect that either wins the game immediately or creates a situation that subsequently leads to a win. Combo decks value power, consistency, and speed: the combo should be strong enough to win, the deck should be reliable enough to produce the combo on a regular basis, and the deck should be able to use the combo fast enough to win before the opponent. Many decks have smaller, combo-like interactions between their cards, which is better described as synergy.
Midrange – Has an early game plan of mana ramp and control, but begins to play threats once it reaches four to six kredits. A midrange deck will often seek to play a reactive, attrition-based game against aggro decks and a more proactive, tempo-based game against control decks. Colloquially, this is referred to as “going bigger” than aggro and “getting in under” control.
Tempo – These decks attempt to deploy quick threats while protecting them with light permission and disruption long enough to win. These are frequently referred to as “tempo” strategies, as they are built with a sense of timing. Tempo players look to control the game early and take advantage of a strong board state. Where purely control decks look to outclass players with more quality in the later stages of the game, tempo looks to keep opponents off balance from the very start.
Kards Specific Deck Archetypes
Key cards in each of these decks are not exhaustive, there are many others you could play to make them better.
Aggressive
Nickname | Power 1 | Power 2 | 1 sentence strategy | Key Cards |
Burn | Japan | Germany | Go after the opponent’s HQ, no exceptions. | Air Blitz, Akita Regiment, Rising Sun, Deadly Duty, Ki-42 Hayabusa, Mito Regiment, 10.5 cm leHf |
Wings | Japan | Britain | Quick planes with a pump will win the day. | Gladiator, Swordfish, Claude, Burning Sun, Close Air Support, Naval Support |
Fury Road | Britain | Any | Attacking is twice as nice with a pump or 0 operation cost. |
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Blitzkrieg/Pump You Up | Germany | Japan, USA | Get to the front, control it, and swing with with a huge team. |
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Soviet Blitz | Soviet | Germany | Run in as quickly as possible and refuel with Enigma. |
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Arty Party | Soviet | USA | Small cannons with friends tear through everything. | 37 mm Anti Aircraft Gun, 45 mm anti tank gun, Katyusha, 10th Engineers Battalion |
Tokens | Soviet | Japan/USA | Flood the battlefield, pump, and get in there. |
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Aggro-Combo/Control
Nickname | Power 1 | Power 2 | 1 sentence | Key Cards |
Self Destruct | Japan | Soviet/USA | Get value out of destroying your own units. |
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Tempo | Britain | Germany/USA | Never let your opponent get comfortable. |
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Midrange
Nickname | Power 1 | Power 2 | 1 sentence | Key Cards |
Naval Support | Britain | Soviet | We like big butts and we can not lie. |
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Steel Wave | Germany | Soviet | Roll on sweet chariots. |
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Pre-Cold War | USA | Soviet | Get the benefits without the HQ costs. |
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Control
Nickname | Power 1 | Power 2 | 1 sentence | Key Cards |
Discard | Germany | Britain/USA | You shall have no hand. |
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Red Skies | Japan | Any | Find a Seiran or a Gekko and sweep, sweep, sweep. |
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The Commonwealth | Britain | Japan | Continually buff and protect your HQ and look for the one shot win. |
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Air Control | Britain | Any | Take out anything your opponent plays and fly in to win. | Skua, Albacore, Spitfire, Convoy HX 175, Targeted Removal, P-40 Warhawk, Lightning |
Turtle Power | Britain | Any | Thou shalt not touch this HQ. | 5th Brigade, Churchill, Fortification, Bombers/Artillery |
Combo
Nickname | Power 1 | Power 2 | 1 sentence | Key Cards |
Ramp | USA | Any | Build up your kredits as quickly as possible and drop bombs. | War Machine, War Bonds, We Can Do It |
Commandos | Britain | Any | Death by 1,000 commando cuts and make sure your orders are British. | Commandos, Night Watch, Crusader, Cup of Tea |