It's interesting to hear how different the opinions are in regards to this. I think that shows a pretty well-balannced game!
1) Almost every clan can be effectively utilized in a half-deck. Rescue
is the only exception to the rule.
2) It's definitely possible to evaluate clans in an unbiased way. Assume every other temp-ban card is unbanned... Now assign two rankings: where Clan X would be with THEIR best cards unbanned, and also where they would be with their best cards banned. For example, Jungo
is still strong enough to run when Askai
are banned, but are arguably one of the top clans when they are unbanned.
3) Nevermind individual cards for a second, let's take a look at clan bonuses.
have THE strongest damage bonus... A 1st turn Freaks
hit can net up to 6 extra damage. Yes, their bonus only ever matters once per game, but run them in a half deck and you have room for another clan bonus to help you wall, gain life, or DR.
are a close second on the damage bonus front. Why? Their bonus makes positive gap. A Jungo
hit almost always makes a 2HKO impossible, and has great synergy with poison. In a way, it is like upping the damage min on your poison by 2!
. Sweet, sweet Vortex
. Most of UR doesn't realize this, but since Vortex
gain 2/3 pillz back, they effectively give cards played after one of them loses a HUGE attack manip bonus. (2 pills x7 power = 14 attack.)
have the best round-winning bonus for high-pill fights.