Bomb said:
I believe that we should consider a cards strength and synergy using all contexts of play. The evolution of a meta and a deck type is not limited only to tournament play.
For the record, I don't have an opinion either way as I have not yet encountered the trouble this type of deck poses. However, I do believe there are plenty of existing ways to handle it, but it may be at the cost of changing a chunk of your existing deck to handle it. It could be at the sacrifice of part of your deck theme or at the sacrifice of cards that handle other deck types, but it would be justifying the reason why this game is called an LCG.
I love your last line here. It is in fact the whole point of a customizable game, haha.
As for strengths and weaknesses, I'm talking generic. If strength boosting is the solution, you put in strength boosting. If more char removal is the solution, you put in more char removal. If trigger cancels are the solution, you put in more trigger cancels. A definite reason to restrict a card is the fact that there is no generic counter that is applicable in all situations. For example, if there was an "I win" card and the only way to beat it was to play "You lose", but "You lose" was useless if the opponent didn't have "I win", that would be an example of a hard counter that can not be used generically. I doubt we've reached a point where it can be determined there is no generic counter play to the deck that can not be applied successfully against all of the other deck archetypes.