๐Ÿ›ก๏ธ Control Game

Disrupt opponents while building steady, reliable scores

Medium Difficulty

๐Ÿ“‹ 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 highestโ€”you 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

๐Ÿ“ฆ Example Hand: Water Control

Total Energy Cost: 9 | Expected Score: 22-28

๐Ÿ’ฅ Tidal Wave (Water, Sabotage) Disrupt (Cost 2) Shield Wall (Cost 3) Steady Flow (Cost 2) Aura of Calm (Cost 2)

Play Sequence

  1. Tidal Waveโ€”applies -3 to all opponents' scores
  2. Aura of Calmโ€”gives all your cards +1 power this hand
  3. Shield Wallโ€”reduces incoming Sabotage by 50%
  4. Steady Flowโ€”+4 base, benefits from Aura
  5. Disruptโ€”targets 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

๐ŸŽด 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.

โฐ 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