Ok Lets talk about stubborn. The first that that has to be relized is that we have been playing in a "sealed" starter enviorment. This means that we only have access to 4 of the main characters with preset decks and only two boosters available to modify our decks with. Stubborn is going to become much more usefull in constructed play where people pre make their decks at home and bring them to a tournement / casual play.
There are certain cards that exaust cards that are available to us right now such as flim and flam and the parasprites. These will be found commonly in play, they are very good trouble makers. The benifit of stubborn in this instance is that when you are forced to exaust a card you can exaust your stubborn card and the trouble maker has almost no effect on you other than blocking you from confronting the problem.
Another instance is that some cards allow you to exaust them for a benifit (such as solar wind) giveing him stubborn allows you to use his ability with no detrimental effects.
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now lets talk about Hard hat because it will give us some insight into deck building and apple jacks deck. At first glance hard hat sucks. But its in that pre constructed deck for a reason. The first reason is cherries jubilee who is a pre con deck exclusive card ( you will not find her in the booster packs). If you give her a hard hat or two suddenly this 1 point 1 pony power card becomes a heavy hitter who is gonna be extreamly usefull. This is because of her ability that gives her +1 power per resource.
But hard hat is even more than this and gives us an insight into deck building. This cards true value lies in it's face off power. It is a 4. This is a card that is in the deck to help you win face offs. And you will find this is true of many events and resources in general. Their overt card power is only situationally or minimally usefull, but its in your deck because you are hoping to draw it to win face offs.
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Thus the topic of deckbuilding comes up. Here we have to find a good balance of freinds, face off draw cards, and utility cards. This is not an easy things but i believe that the following is true.
your mane character should have around 13-15 same element freinds ( honesty kindness ect)
your alternate element should have the same but you have to make sure that between 5 and 8 of those friends do NOT require any of that element to be present to bring them into play. The starter decks are tough because there is only about 5 friends of your off element that don't need any of their element in play to be "summoned".
Then you need to fill out the rest of your deck with face off winning cards (high power cards like Duck and Cover or Timber wolves). This is the place where you really need to make choices. You need to decided how much utility you want out of these cards becasue the utility seems inversly proportional to how powerful that card will be in a face off. You also need to decide on trouble makers which are a double edged sword. On one hand they can prevent yoru opponent from confronting a problem and on the other hand a shrewd opponent will simply farm them for easy points.
Finally you should keep your deck to 45 cards. Being a netrunner player i know the value of getting what you want out of your deck as fast as possible. The rarity of some cards, like big mac, are going to prevent you from having more than one of them in your deck. Thus they will be hard to draw. The more cards you add to your deck makes these valuble cards harder to draw. Thus thin to win baby.
And im done, but i am happy to provide more of my thoughts if people are interested (i just need prompting).
Also rarities cat (seriously, she is a kindness card and very good) will end that fabulous hat, and you can put her in any deck as a counter to powerful resources.