I’ve been playing this game for a while now and owning 3 copies of the core set, the whole dreamset and most of the Julia brown set, I’m turning towards mechanics of deckbuilding. Other cardgames I have played in the past have a sort of scissors/paper/stone mechanic in deckbuilding (mtg: aggro>control>combo>aggro, v:tes: bleed. combat, politics) Is the same to be said of CoC? I noticed the prevalence of hastur/agency/dog-decks. If this is the dominant deck what would be viable as an anti-deck? In terms of scissors/paper/stone this deck feels like an aggro/control deck (spot removal/ combat/return effects/minor investigation) as there seems no way to rush past this deck (with a horde of lab assistant of something like that.) Would it be fair to characterize the archetypes as such?
Control: character manipulation (shotgun, living mummy, ravager of the deep, light side of the moon) card draw (aspiring artist), resoucring as little as possible (card advantage) prevention (
Rush: weenies (multiple stories at once) and investigation
Combo: I haven’t seen true combo decks yet.
Also, I have seen multiple attempt to use the concept of manacurving to this game. Somehow this feels awry. Any ideas on that?