GUIDES · STRATEGY

Cyberpunk TCG Deck Building Guide

Most first decks fail the same way: too many expensive cards, because the expensive cards are the exciting ones. The revealed pool tells you what a sensible curve looks like, and it is lower than instinct suggests.

What the pool actually offers

Costcards
19
214
317
415
514
65
75
82
92

Of 83 costed cards revealed so far, 40 cost 3 or less (48%), 29 sit at 4–5, and only 14 cost 6 or more. The designers front-loaded the set. A deck whose curve is heavier than the pool's is fighting the format.

A working ratio

Until the meta settles after the October release, the defensible starting point is to mirror the pool rather than out-think it: roughly half your deck at 3 or less, a third at 4–5, and a small top end you can actually cast. Every expensive card past the third or fourth is a card you will hold in hand while losing the Gig race.

Colours

Colourcards
Red25
Yellow26
Blue23
Green23

The colour split is close to even, which means none of the four is a default. Two-colour decks are the natural shape — enough depth to build a plan, few enough cards that your curve stays castable.

Factions do the archetype work

Factioncards
Ganger18
Merc17
Arasaka16
Corpo15
Netrunner9
Braindance8
Maelstrom6
Valentino6
Cyberware6
Zetatech5
Militech4
Drone4
Voodoo Boys4
Mox4
Quickhack4
Nomad4
Vehicle4
Rocker3
Weapon3
Ripperdoc3
Tyger Claws2
Samurai2
NCPD2
Aldecado2
Trauma Team2
Techie2
Doll2
Mystic2
6th Street1
Extreme1
Scavenger1
Fixer1
Plan1
Raffen Shiv1
Medtech1
Maine's Crew1

Classifications, not colours, are where the synergies live. Cards that reward you for controlling other Arasaka, Ganger or Netrunner cards are how the set signals its archetypes. Building along a faction line gives you a deck that does something; building along a colour line only gives you a legal deck.

CHOOMDEX grades any deck you build against this curve automatically — cost distribution, consistency and castability, with a letter grade calibrated to the real pool rather than a generic formula.

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