Clash is a project where I set out to explore variance, a key aspect of card games. I’ve always been interested in ways to reduce variance, giving the player a stronger feeling of skill expression and agency, while keeping the spirit of card game variety alive. With Clash, I looked to do this by dividing the deck into three stacks, each with a mechanical theme: offense, defense, and utility. Cards that draw give the player a choice of which deck to draw from, based on what they think they need most.