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ChronoCCG/chrono.docs/Playing Mono.md
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category: Theory
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Currently, Chrono CCG has no real mono support. No card that improves it's quality if you only play cards from one
syndicate, no card that forces mono play, nothing that even mentions the concept.
Now, the biggest obvious reason to not play mono is your doubling your card pool selection, increasing the amount of
synergies you can make, give yourself access to more powerful tools and threats, and also just adding cognitive burden
on your opponent in ladder as they have more cards to play around given the standard blind deck format.
So based on these assumptions and past card games, you would view no reason to go mono, but I believe there is one. The
diver system. Two cards you are always guaranteed to have in your opening hand, and in theory, the greatest amount of
synergy between cards should be cards within the same syndicate.
Examples:
In Phasetide, [[Fervent Follower]] and [[Shattersmith]] are two cards you always want in your opening hand as the chance
for them to have value lessens over time.
In Singularity, [[Efficient Scrapbot]] and [[Enhanced Retriever]] with get you a strong start in draw and add some
blockers or potential let you get in some early damage.
In Splittergleam, [[Persistent Squire]] and [[Toothy Pugilist]] so you always have some bleed creators.