2013-01-13, 10:35 AM
[COLOR="#cc8899"]Like most card games, some of the central deck concepts I've seen go something like
1. Acceleration (get a lot of energy on something to do devastating attacks, lots of energy recycling/burning abilities/cards)
2. Aggro (lots of hardhitting small pokemon that can attack cheaply/for little energy)
3. Control (strategies centered more around stalling/blocking the opponent, card advantage (either via draw or via discard) until a notably strong win condition is played)
4. Gimmick/Combo (combination of specific cards to create a fast/hard to counter win condition, usually in an unorthodox manner).
Dunno if that helps much, but that's the general idea.[/COLOR]
1. Acceleration (get a lot of energy on something to do devastating attacks, lots of energy recycling/burning abilities/cards)
2. Aggro (lots of hardhitting small pokemon that can attack cheaply/for little energy)
3. Control (strategies centered more around stalling/blocking the opponent, card advantage (either via draw or via discard) until a notably strong win condition is played)
4. Gimmick/Combo (combination of specific cards to create a fast/hard to counter win condition, usually in an unorthodox manner).
Dunno if that helps much, but that's the general idea.[/COLOR]

