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How to know if a TCG card is good

This article can apply to various card games.  Let’s say you’re a newer player, or a player returning after a long break, and you’re reading what a card does for the first time.

Change of Heart

How do you know if it’s good or bad?

These are a list of factors to consider.  These are not litmus tests.  It’s possible for a card to fail in one of these categories and still be very good.

But more often than not, when a card’s strength is overestimated or underestimated, it’s usually because of these reasons.

It’s much better to get value as soon you play the card, than say at the end of the turn after you’ve attacked, or at some point during the next turn.

Typically, a creature that just has big stats but no effect doesn’t scale well late-game.  Or spells/equips/enchantments that just boost stats and do nothing else.  Stats can sometimes matter for aggro decks, but less so for mid-range or control decks.

If a card can be activated in response to the opponent’s cards and/or is able to be activated on their turn, even if the effect doesn’t seem strong, it can be really good due to the versatility.  Conversely a card that can only be used during your turn and can’t be used in the middle of combat, might need to be held to a higher standard to be good.

Essentially, the card’s strengths and weaknesses should be aligned with your deck’s win conditions.  Aggro = win fast, swarm the board, deal damage.  Control = prolong the game, gain card advantage and/or destroy the opponent’s creatures.

A card may be bad for one of these win conditions, but good for another.

Many cards are terrible because they’re not good for either.  For example, if a card has a high cost and is slow, but also doesn’t help card advantage.  In that case, aggro wouldn’t use it because it’s too slow and expensive.  While control will avoid it because, while it can tolerate the cost and slowness, it doesn’t help that decks win condition.

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