Ladies and Gentlemen:

I'm in need of some guidance. I have a complete collection of cards but no one to play with, until now. My CCG group has shown interest in giving Cthulhu a try, and so it's up to me to build some decks and get them playing. I plan to build eight mono-faction decks, focusing on the core themes. I know the cards, and the Faction themes, but what I don't know is correct guidelines to building a playable deck. Are there some "rules to live by" in standard builds to make sure everything works smoothly? I've scoured the inter-tubes to find something that can help, and now I"m asking you: What general guidelines do you use?

I assume (assumptions are bad, but you have to start somewhere) that a minimum of a 50/50 split of characters to other cards is necessary to have a hand of functional cards for all situations. Additionally, the balance of removal to resource acceleration to "silver bullets" are dependent on the faction(s) and card pool. That I can figure out after I start building. I'm still at a loss for the actual cost-curve tho.

For example, since the economy necessitates no more than 3 'costed' cards per turn, and acceleration is based on a .33 Resource Points (RP) per domain-turn, then I can assume (if there is no additional resource acceleration in the deck) that my cost curve needs to be based around either ramping a single domain to critical mass (~5 based on the average cost/unique) or balancing card-play. Assuming of course you can keep your hand full and you are trying to play the maximum number of cards per turn. So my curve ends up being something like this for a ramp-curve:

18x 1-cost cards

12x 2-cost cards

8x 3-cost cards

6x 4-cost cards

4x 5-cost cards

2x 6-cost cards

and something like this for a swarm-curve:

21x 1-cost cards

14x 2-cost cards

10x 3-cost cards

5x high-cost cards

However, we all know that generic math and probability doesn't mean a deck will function.

Can anyone help me here? I really need to get these guys hooked.