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Shibata however can LOSE you the game against Push! decks because it sometimes turbostarts them and enables them to win with a single Push!
Cards like 40th Cavalry Regiment are also interesting on their own, trading a kredit slot for a cost-reduced hand.
But a select few cards turn this into a combodeck, One Roof being the main cuplrit but also 5th Regiment, 144th Infantry Regiment and especially The Great Expanse (I don't mind Commit The Reserves). With those in existance you'd be stupid to not play them in a bundle and here we are.
What the devs don't get is that they rarely think about how decks feel like to play and especially play against. I am pretty sure that the winrate of the SKD deck isn't high enough to think about any nerfs (not so sure about Push decks, mostly because there are very different builds out there) but it surely feels very VERY bad when you lose to them. You can have full life and a dominant board (including a unit guarding your HQ) while the opponent has no board, is down to 5 life and half the kredit slots - and yet he can win from this position within a single turn. But this doesn't register with the devs.
However, the problem is this: Combo decks are always controversial in CCGs but there are also always players that enjoy this style of playing the game. Usually, as long as the win percentages are low enough, this is, all factors combined, considered a positive thing because it adds diversity. Basically, if 20% of players like combo decks and the existing combo decks don't dominate and aren't easy to play, the diversity they add is worth the occasional frustration it cases when it does win a game here and there.
But it's hard to judge where "dominating" begins or how much the existance of several non-dominant combodecks add up to feel like you play against combo too much. It could also be the case that these decks wreak havoc on certain levels of the ladder where players don't know how to handle it (or lack the cards to do so). The latter can be especially troublesome if the lower winrate in higher parts of the ladder keeps those combo decks within the lower levels of the ladder where they cause the most frustration.
Personally I hate monochrome combodecks in any CCG since the very first day Prosper-Bloom hit the scene in 1997 (thanks, Mike Long :P ) but I always maintained that they do have their place in a game like this as long as they always end up somewhere between half-decent and meme deck. And if they go beyond that, it usually triggers a ban-wave with big repercussions and revisions of how to design cards ("Combo Winter" of 98/99). Unfortunately this never lasts long and after some years you'll be back at the same spot where you left. And it always ALWAYS involves cards that convert one resource into another, duplicate resources, circumvent mana costs and/or manipulate what you draw - which should make it easy to prevent disasters but apparently is way too tempting for devs.