Felgar: Have to disagree here, spies are awesome yes, but the skirmish type units that draw all units of similar type from your deck are the most powerful cards in the game I’d say. Once you have sufficient cards of this type, it is safe to increase your deck size quite a bit. I count the first card of the type as 1 and then add the rest to my deck and don’t count them towards my 22 card limit. So the elves and monsters are the two best decks I’d say once they flesh out their decks with lots of those types of cards.
Then when you draw your hand, try and discard all but one card of the same type if possible, since you’ll be pulling everything out of the deck with the play of the first card. In fact this is why it’s important to create decks larger than just 22 cards so you don’t draw too many of the same type card as part of your initial 10 card hand.
Except that a well played scorch makes those cards useless. Just scorch if your opponent ever plays the combo cards (My name for the skirmish cards) and they'll instantly be removed from play, can't pull them out of your discard pile more than one at a time. You should be using the melee scorch dragon (It's a really long name lol, 7 power melee card) in every deck as well as 1 or 2 scorch cards.
As long as the combo cards are the most powerful cards in play at a time, all of them will be removed because they have the same attack power, or whatever you want to call the numbers. (Hence why you should always save your strongest, easiest to scorch cards for last and medics to revive them afterwards)
It's also extremely easy to lace your deck with weather cards to counter the Monster and Scioa'teal decks. Since they both lack in one area. (No artillery for Scioa'teal, almost no archers for Monsters)