Greetings everyone, seeing as how this board seems a little slow on the original conversation edge lately, I thought I'd introduce a friendly discussion topic/debate covering what we all felt would be the most appropriate way(s) to run a single-symbol deck. I feel the topic should discuss the overall goal of the deck, the key cards used to obtain the desired effect, sticking (wherever possible) to the cards that are less exclusive or rare,maybe a written demonstration of how these cards interact, and whether the deck is more generic or specifically character driven. I'd like this thread to stay here in Gen. Discussion if possible because Deck Building seems to be only for showing off what has already been built, but if neccessary I see no problem with it moving. We could do one symbol a week until we covered them all, offering some valuable input for players old and new alike.
That being said, let's discuss Chaos. I feel that Chaos wins most easily when the opponent has no hand. Chaos has very little in the realm of heavy-handed speed pump outside of Darkhunter of the Night and it does no good to compensate for a weakness when there are other ways through an opponents' defense. This is why I prefer the tactic of tranferring their hand to their momentum. Nagase gave us just the card for this in SNK3 with N-Type Human, which works fairly well assuming that you and your opponent have been saving at least one momentum for something. Four copies of this card can be devastating to the average 6 handsizer who just played at least two cards, and Billiard Player is just the card to make sure that at some point (through a very circuitous recursion) that you will have this arsenal at your fingertips. In conjunction with N-Type, The Corsair Under the Skull and Crossbones is a useful Foundation for relieving your opponent of those burdensome hand cards. You simply have to make sure that your opponents' execution follows quickly since these are destroyed on use. That leads us to the kill condition: Powerful.
Powerful is a simple and basic enhancement but it's fairly easy to find amongst the cards available to Chaos. What's even better is that with the recent release of SNK4 we now have a card that can not only pay for the momentum cost of Powerful with a simple commit cost, but can also grant Powerful to any opportunely played attack with the little red triangle on it. Of course I speak of Meat Eater, which when multiple copies are available, can make your opponent deeply regret having not built in card draw or some sort of massive damage reduction like Prince of Darkness (DS2). Nothing hurts worse than being cardless and having no recourse other than to take your opponents' pathetically slow 2 difficulty Powerful: 3 attack to the face when up until a minute ago you had a very nice block for just the zone of the attack he just played.
"But Matt, you burley iron god," you might say. "this stratagem clearly leaves you with no cards of your own! How do suppose to subplant this weakness?" Well, as my mother would say, Maternal Insticts (SC6) are for everyone. If you're going to drain your hand to kill them and they simply get to resupply themselves at the start of their next turn, why shouldn't you? You're sacrificing just as many cards to your momentum as they are. Shouldn't there be some sort of balancing when it comes time for their chance to whittle away at your vitality? Well if all goes well, you'll experience just that.
Now the path I've outlined doesn't come without time. It may be several rounds before you're ready to start attacking. So to make staying alive possible, I suggest the potent combo of Adopted (SNK3) and 100 Years of Humiliation (DS2). These will actually allow the momentum you're storing to use for bloody vengeance useful in making sure that you're opponent doesn't get there first. Also neither of these require any sort of control check or interaction from your hand at all, so if you happen to have your own hand discarded there's one less thing to worry about.
As far as attacks go, I recommend Fire Kick (SNK4). It comes with it's own Powerful (3!), is more or less easily obtained and can really put the lance through the old twig-and-berries if you know what I mean. Past that, Flying Edge (SC6) or any other decent 3 check attack will do because you're going to be pumping it up until it's so Powerful that the Governator would look like an inhaler using, pocket protecter wearing, Mom-said-I-can-take-my-lightsaber-to-school-with-me-today, D&D playing pansey by comparison (sorry WotC but you did turn one of my favorite games into a table-top MMORPG).
So I believe that's the crux of what I wanted to cover. If this sort of topic interests you, please ramble on. Nothing but good can come from it. Also, the particular wordy format in which I've chosen to present my deck design should by no menas be considered the norm. If you're perfectly comfortable rattling off some cards and providing a brief description of how they interact, then do so. Only good can come from this. Now if you'll excuse me, all this typing has given me carpal tunnel in my...well let's call it my card hand. Good night and good technique.