Ok, I was using card's ability to represent Strategy.
Now, to make it clear, a deck should consist of.
Stop Opp. Bonus
Stop Opp. Ability
Other Abilities Only useful when you Win the Round with Bare Power & Pills.
Or useful when you manage to survive to the Next Round without getting K.O.
1st [Attack Manipulator] to win the early Low pills fight. You can keep it last if u think ur enemy will use ALL pills and u manage to survive to use it.
1st or 2nd [Poison / Heal] these two should be put early to maximize their potential. Keep in mind that to win the round with these card, you most likely have to pill... a lot.
3rd [Power Manipulator] this should be when the enemy used some pills. If you can KO with this card, put all pill.
[Stop Opp. Ability] to stop unfair or over power ability. Life Manipulator, Pill Manipulator, Poison... You name it.
[Damage Reduction] to win or not to win, doesn't matter, just go!
[Stop Opp. Bonus] my favorite of all, sometimes Bonus can get very annoying if you overlook it.
[Protection] Ability / Bonus / Power / Damage... A very Strong Tank
, Power x Pill.
[Copy] Ability / Bonus / Power / Damage... Copy cat, relies on enemy Ability / Bonus / Power / Damage.
[Defeat] Pain in the... To kill or not to kill...
[Support] Can be OP in a good pure Deck. Jungo
After all, it's about how you pill against how your enemy pills.
Finally, thanks Thoazol my friend.