๐ก๏ธ Control Game
Disrupt opponents while building steady, reliable scores
Medium Difficulty๐ Strategy Overview
The Control archetype uses Sabotage cards to reduce opponents' scores while building your own through Aura effects and consistent point generation. You don't need to score the highestโyou just need everyone else to score lower.
Strengths
- Disrupts opponent combos
- Effective against Multiplier strategies
- Consistent baseline scoring
- Works well in larger games (more targets)
- Psychological pressure on opponents
Weaknesses
- Lower maximum score potential
- Less effective in 2-player games
- Requires reading opponent strategies
- Can backfire if Sabotage is cancelled
๐ฆ Example Hand: Water Control
Total Energy Cost: 9 | Expected Score: 22-28
๐ฅ Tidal Wave (Water, Sabotage)
Disrupt (Cost 2)
Shield Wall (Cost 3)
Steady Flow (Cost 2)
Aura of Calm (Cost 2)
Play Sequence
- Tidal Waveโapplies -3 to all opponents' scores
- Aura of Calmโgives all your cards +1 power this hand
- Shield Wallโreduces incoming Sabotage by 50%
- Steady Flowโ+4 base, benefits from Aura
- Disruptโtargets leader's key card
Score Breakdown
Chaos Card (Tidal Wave) Power6
Aura of Calm (+1 ร 4 cards)+4
Shield Wall base+5
Steady Flow base+4
Disrupt base+3
Opponent penalty (Sabotage)-3 each
YOUR TOTAL22
๐ด Key Cards for Control
Sabotage Cards
Reduce opponent scores or cancel their effects. Core of the strategy.
Aura Cards
Buff your own cards to maintain decent scoring despite lower power.
Cancel Effects
Protect your plays from counter-Sabotage.
Water Cards
Water element has strong control synergy.
โฐ When to Play Control
- Large games (5+ players): Sabotage hits more targets
- Against combo decks: Disrupt their setup
- When behind: Bring everyone down to your level
- Water Chaos cards: Natural synergy