Control is a playstyle that focuses on controlling the pace of the game and manipulating the areas of the board to keep your opponent from using their original gameplan. A control player will generally keep their opponent at bay until they can make their move to assure victory. Some commonly used staples of control teams are Constantine – Hellblazer, Hulk – Green Goliath, and Elf Thief – Lesser Harper.


Short for combination, is a team building strategy based on using 2 or more cards with desireable synergy. Some types of combos are using one die to boost the stats of another or using an action to give attacking characters a direct damage ability.


An element of bag control that keeps the player emptying and refilling their bag as often as possible. Churn strategies can be based on removing dice from your bag cycle (by fielding them or keeping them from the Used Pile when you refill your bag) or by drawing more than the regular 4 dice per turn (generally done by using a global, character ability, or action die) and rolling them in either the Roll and Reroll Step or the Main Step.


Another term for direct damage, or damage that is done outside of combat. A burn team uses the strategy of dealing direct damage rather than combat damage to win the game. Some commonly used burn cards are Human Torch – Johnny Storm, Cheetah – Cursed Archaeologist, and Manticore – Paragon Beast.


A term used when a card, combo, or action is generally considered “too good” that it is hurting or “breaking” the game.


Short for aggressive, is a playstyle based on the strategy of attacking early and repeatedly to quickly take your opponent’s life total to zero. The idea behind the aggro playstyle is to win before your opponent can get their own strategy in place. Some commonly used staples of aggro teams are Black Widow – Tsarina, Guy Gardner – Blinding Rage, and Half-Elf Bard – Master Lords’ Alliance.