Cards by Faction Old

# **Factions in Kards**

There are 5 Main Nations, and 3 Ally Nations

## Soviet Union

* Soviet Union is a very prominent nation in Kards - The WWII CCG Wiki. The three main types of decks are Token, Value and Artillery (or as I call it, cancer). Token mainly focuses on using the unit LIGHT INFANTRY; usually using No Surrender and cards that buff LIGHT INFANTRY such as Frontal Assault. Value is arguably one of the best decks in the game - but also one of the most frustrating. It mainly focuses on using the cards Confusion, Partisans and Ural Factory. It focuses on controlling the enemy and pressuring them. You can play Confusion to take control of an enemy unit; and then using Ural Factories to essentially have a stronger unit and instantly cause so much rage they alt + F4. And then you have cancer- I mean Artillery. Its one of the best decks in the game. as you can trade damage for nothing. The deck focuses on unit low cost Artillery and Orders that buff artillery substantially. Such as Katyusha and Patriotic Firestorm. Its considered one of the best deck types in the game, solely due to the factor that Artillery does not receive damage in return for dealing damage. USSR is one of the most prominent Main and Ally nations in the game.

## Germany

* Germany does not have very many prominent decks, but is a very strong ally. Currently, there is one meta Germany deck and two Semi-meta decks; and the meta (as of 8/28/21) is Fast Heinz. It uses cards such as Fast Heinz, Panzer III-E, Panzer III-F, Pz Befehlswagen 35(t), and tanks that can take the frontline quickly and win games. Along with Value, its considered one of the best decks in the game, and currently is meta. The deck focuses on acting quickly, taking the frontline and making you rage on turn 3. There is a few other decks that are not meta, but are more of a joke (like me,) such as the Baby Combo deck, which uses the 15cm Autokanone, Rush Production, and units such as LIGHT INFANTRY. The idea is that you place 15cm Autokanone, and its' effect activates in which it will deal 2 damage to the enemy HQ every time you place a unit. Comboing this with Rush Production, which deals 1 damage to units you deploy and gives you 1 Kredit, you can place LIGHT INFANTRY's which will deal 2 damage to your HQ, die immediately, and that combined with how easy it is to collect LIGHT INFANTRY (such as Reserves,) you can kill your enemy in a single turn. A semi-meta deck currently played is Countermeasure decks. Germany by far has the best Countermeasures, such as Entrapment and Careless Talk. Countermeasure decks are usually extremely frustrating and don't have many Units. They focus on choking you by using cards U-48, U-375 and U-16. The deck is widely hated due to its slow gameplay. Its mostly used by lower ranked players; as it can be easy to spot Countermeasures when keeping an eye out for unused Kredits. Overall, its a very average deck but is still quite popular in the lower ranks due to its cheap cost to strength ratio.

## United States

* USA is a very interesting nation, its niche mechanics are that it has 0 guard units - trust me, go check - and that it cannot get fury or have fury in any way whatsoever. USA has a staple Aggro deck; which can be unexpected due to it not having many blitz units. Generally, USA is a very very good starter nation as most meta cards it has are Standard and Limited; for example 2nd California, M16 Half-Track, 32nd Infantry, 1st Marines, and so on. The US nation also has a Ramp archetype (decks that incorporate The War Machine, War Bonds, etc.) USA although it has a lot of cards, lacks on the deck variety standpoint, and currently has most of the weakest elites in the game. It is generally a great nation overall as it poses a large threat mid-game, and in Ramp decks; late game too. USA does struggle somewhat early-game, but makes up for this mid and late game.