Commons
Common cards are the weakest of the three frequencies.
Every card is built with formulas and the formula for building commons is the weakest.
Commons also don’t have powers. These two facts are important when you remember
that at least half the cards in your deck (5 out of 10) have to be commons.
This speeds up play because it ensures that you aren’t juggling a bunch of
cards with varying powers around and also introduces more action to play because
commons are easier to beat. The game would be awful boring if cards couldn’t be
gained and lost, so commons help increase the overall tension.
There are no restrictions on commons in play. You and
your opponent can play duplicates of the same common. You could make a Goblin
deck where you only play Goblin. Good luck winning with that, Champ, but you could
give it a try.
Rares
Rares are the middling power of cards. While they are
unabashedly more powerful than commons, you might notice that few rares are
able to have a 7 while many (if not most) commons can do so. This is important
because it ensures some baseline of competition between the two frequencies.
Commons can often overcome rares, albeit only on one side.
A rare in play blocks the same instance of that rare.
What this means is that if I play ‘Griffin’ and you also have ‘Griffin’ in your
hand, you cannot play it. Similarly, if I have a second ‘Griffin’ in my hand,
it is still blocked. We talked a bit about why you might want duplicates of the
same card when you can only ever play one instance the last time we Scratched the Surface. This rule won’t come up too often if you have only a single set of
cards that you are divvying up, but if two people each have their own set, it
may. It adds an important strategic aspect to deck building and match play
where you start to learn what your opponent might play and seek to block it in
advance.
Uniques
Uniques are the most powerful cards. They have the
biggest numbers and powers available and can really change the shape of a game.
Because they are so powerful, they are also very vulnerable to being blocked.
Only one unique from any faction may be in play at a time. So if I play a
Kingdom unique, all other Kingdom uniques are blocked. That puts a lot of
pressure on deciding which uniques to include in your deck and also when to
play them. There are a lot of really attractive unique cards that you might
want to play, but you’ll need a good
balance of factions. If you build a deck with three Monster uniques, you will
only ever get to play one (or none if you get blocked early!) and will have to
discard the rest. That is a big chunk of your deck to discard.
Recall that the first card on the board cannot be a
unique. This simple rule really opens up the possibility of wanting to go
second to ensure you get to play your unique. There is a constant sense of
pressure to use any unique in your hand because you know that at any moment
someone could play any unique from the same faction and make it obsolete. It
doesn’t feel great to discard a really powerful unique that you were just about
to use. On the other hand, it feels really great to watch your opponent discard
a really powerful unique that would have won them the game. It’s fun.
Surface Scratched!
Card frequencies are a simple method of dividing the
cards into various levels of power. They have been specially designed to ensure
that they all can still compete with each other, so even if you just toss
together a deck it will be competitive. The strong cards have weaknesses
(uniques can be blocked) and the weak cards have strengths (unlimited commons
which can still have 7s). Collectively, they ensure a fun mix of cards that
develop a lot of action and make sure the game doesn’t get too cumbersome with
too many complex cards.

