MerX is a collectible card game we've spent a lot of time developing over the years. It was our first foray into the world of game design, and we learned a lot from the experience. Things like how difficult it is to balance everything, how many ways there are to overlook broken aspects of a game, and how much fun it can be to watch someone take what you have, and put a spin on it you didn't even realize was an option. As it sits, this game is our most complex, and it will be the most expensive in the long run. However, we have several plans in place to avoid two things. First is power creep, the cost to statistics will remain constant, so cards from the first release will be fairly balanced with cards in the later expansions. And second, throwing money at it without a strategy in mind will not win this game. We want people to have to think about what they want to do, instead of having cookie-cutter decks duking it out. While there is no way to eliminate them entirely, we are working to ensure there is no "perfect strategy" in the meta of MerX.