Old Ben said:
The chance to have at some point just nothing more than a rock/paper/scissor game is unfortunately very present in CCG/LCG games. If you just take MTG type I, people spend $ 10.000,- to get a competive deck and more likely than not the game ends in round 1 or 2 with one player pulling off the game winning combo. While some people may like that, it´s for me not the idea of an interesting card game. I think combo decks should be somehow slower and follow a control deck style or should be really hard to pull off if they support rush play style, just like the old devious mechinantions combo was.
I'm just trying to follow along with this thread since I'm far removed from competitive play at the moment, but how exactly is combo a different playstyle than control or aggro? It seems to me that combo decks still accomplish the same things but through a synergistic loop instead of just a series of different pieces that individually work towards either controlling the board for a gradual win, or ignoring the opponent and trying to win as fast as possible. Is the difference because it involves more deck performance and less tactical decisions?