This is a topic I have been thinking about since Shadespire came out. As a Magic: the Gathering player, we are aware of game theory ideas such as mana curves and such. I'm wondering if the same sorts of theories can be applied to decks in Shadespire. In particular, I have been wondering about "objective curves" and do overs.
Objective Curves - in Magic, the concept of mana curves is simple - don't play too many high mana cost cards or you won't be able to play them. I think the same thing can apply to your Objective deck; if you play too many high Glory Points objectives, they will be harder to score. This in turn limits your ability to play upgrades. Now, this doesn't translate directly over from Magic, as you can gain Glory by killing opposing fighters, but I think it is still an interesting concept.
One thing I have been trying in my decks is to build an Objective deck with the following "curve":
5-7 1 Glory Point objectives
3-5 2 Glory Point objectives
1-3 3+ Glory Point objectives
It has been working well so far, for me at least.
Do Overs - the other thing I want to talk about is Do Overs. In Magic, we have mulligans, where you shuffle your opening hand back into your deck and draw a new hand, but with 1 card less. It's generally accepted that if you have a hand of all lands or no lands it is an instant mulligan. Now, I haven't thought through this one as much, but, I would assume a hand of all upgrades is an instant Do Over? On the flip side, I don't think an hand of no upgrades is a Do Over, I think it is something you would probably keep. Ideally, you want a hand of 2-3 Ploys and 2-3 Upgrades. I think (though not positive on this) that a hand of 4 upgrades and 1 ploy may also be a Do Over. This is a theory I need to test more.
Anyway, these are just some thoughts I've had. Anyone else thought of anything similar?