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