To build your own legal deck for CKC, you need to put together 4 things:
We'll briefly review how to do each of these things.
Each Team Card has a team initiative, planning draw, and fury. Each card also has rules for which kaiju can be part of that team, and a special ability.
Each Team Card is geared towards a certain style of play, and you need to embrace that to get the most out of the team. So it's essential to pick a Team Card that seems exciting to you! And for every other step in the process of building your deck, you should constantly consider things in terms of how your team plans to win.
Your kaiju have stats, attributes, and abilities that are all essential to your victory. No particular combination is especially strong - it's all about how you use them! Combat-focused decks might prioritize Fortitude, or Ferocity. Trick decks will prioritize card draw & Power. Combo decks will emphasize common attributes. Some kaiju abilities synergize especially well in pairs, or with certain team cards. It is not necessary for all of these potential relationships to be in place, but ideally you'll find at least a few to reinforce.
This is, without a doubt, the most important & most challenging part of deck building. Selecting your 20 combat cards is a harrowing task. How do you balance the costs for your offense / defense cards? How much power can you plan to spend? Do you use events?
Let's start by selecting sword cards. You need 10, and it's a good idea to make 2 of them techniques. You also need at least 4 that are on the cheap side - 2 cost or less. And you probably want at least 2 heavy-hitting cards of 4+ damage.
With those set aside, figure out the average cost of 3 cards, and the average stats of your fighting kaiju. Subtract them, and that's the average cost target you need to hit with your shield cards. Generally shield cards are a bit cheaper… but not much!
Let's start with 2 copies of Guard - which is a free 2-toughness card. Use it. Free is good. When paying for more toughness, think carefully about whether or not it's worth it, compared to Guard. And you absolutely want 2+ of your Shield cards to be techniques! (I like to go 4 when possible.)
Now we review our combat deck, and consider throwing in an event or two. Shuffle it up and try a few random hands of 5 cards. Can you play every card in your hand? Would the hand work for both attacking and being attacked? What if you were forced to play cards for a building?
Your first consideration should be allies - are there any that help your strategy? Then look at scars - do you need any for yourself?
Now you need to think about what sort of city cards you want to introduce. These are out there for all players, so you need to be thoughtful about their inclusion. Do you plan to Rampage? Do you need a large city? a small city? (And how much RANGE and MOVE do you have in your combat deck, to support that choice?) Most decks include about 10-12 city cards, but you can adjust that slightly depending on your strategy, and your planning draw.
Finally you can fill up the rest of your deck with Events. Some events might not pertain to your strategy at all, but the ones that do should be played in multiples.
There can be interactions between your Planning Cards, your Combat Cards, Kaiju Attributes, Team Ability… and on and on. Don't be afraid to adjust your deck after a few games. If you see a strategy you really like, it's fun to try to build that same deck for yourself, and see if you can understand why it works, and how you could counter it.