I am currently working on a CCG (non-collectable) and I am having some trouble in introducing the right amount of luck into this game. Please note that I want this game to be as skill intensive as possible.
Firstly, the argument against luck is that the luck of the draw will determine the strategy of the player and not his planning. Using MTG as an example, you might know that the answer to this threat is a warth of god. However, you do not have that card or even a card with similar effect in your hand. Therefore you lose. This is a classic example of not being able to control your options. This argument also bring up games like chess and go where no luck is present but are deep in strategy.
The argument for luck is that it keeps the game fresh everytime you play it. It also become more friendly to beginners. The luck of the draw also opens opportunity for other skills like adaptability, bluffing and mitigating risk.
One problem I am trying to avoid is the one strategy per deck situation where your deck is only build for a certain strategy. A rush deck can only rush and can't do anything else even though you know that the strategy won't work against certain deck type. I want my players to be able to create more versatile decks. I also want to avoid situations where control decks defeat aggro decks, aggro decks defeat combo decks and combo decks defeat control decks. This RPS style of metagame is not good for a strategy game because it makes matchups more important than actual play. Lets say you enter the tournament with a control deck, you will be able to win if you are paired with an aggro deck and will be screwed if you are paired with a combo deck. However, I do not mind RPS appearing DURING ACTUAL PLAY though.
So, in your opinion, how much luck is tolerable in a Strategy game?Should a strategy game have no luck at all or a little is fine?