Immortal
Temporal Distortion
Sacrifice the Weak
Skeletal Archery
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Second Chances - ($5)
Tech Lab: Present - ($4)
Max Geiger, midband - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L3 Max Geiger (2/4A) Sparkshot, trade
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Second Chances
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Present)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Whew, no Rambaster! Safe! Unfortunately, I have no patrollable unit to rely on… a hero can soak Grave’s attack, but after that, I’m wide open. Well, even if I did, Grave could kill 2 things if he used his sword rune. So, now… do I go for Rememberers, or try for Immortals? Ya know… there is a chance he might try for the 2Chances/Kidnapping/Bounce combo, which would be devastating… but all I can really do to stop that is try to keep him away from tech II entirely. He has a better chance of breaking a Tech Lab than a Tech II, but the Immortals should offer much more sturdy defense… and I don’t even have Seers to pair with the Remembers yet, nor anything for them to fetch if I did… they’d quite likely just get killed before they could do much of anything, so Immortals it is. Besides, they’re uniquely unfetchable by Garth. It feels a bit wasteful, but I’ll pay to midband Geiger so Grave can’t kill him single-handedly… this should slightly increase the chances of my Tech II surviving long enough for me to drop an Immortal.
You went for it, damn… Thought for sure it wouldn’t be pre-teched tech2 stuff but this doesn’t look great… Just clarifying, you are not floating 4 yes?
Ugh, what to worker here… I don’t want to give up any of these cards… guess I’ll just skip and buy a Skeleton instead… wait, no, it would just die to a Stewardess. Getting both Distortion in hand now really hurts… now I won’t have them next turn. Ugh, guess I’ll just get rid of Archery and hope I can get by with Shimmer Rays… no, I can’t bring myself to do it; I’ll just let go of StW, it would prefer tokens over bouncable cards anyway Guess it coulda been worse, at least I didn’t whiff on the Immortal.
Ah, that was because I put it in Lookout and then didn’t see the resist in the spreadsheet column and forgot to remove it when I adjusted my patrollers.
Mind-Parry Monk
Makeshift Rambaster
Stewardess of the Undone
Reversal
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Versatile Style, Stewardess of the Undone
Origin Story, Kidnapping
Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber
Main:
Reversal Immortal, it’ll chill disabled for a minute, not leaving play though so thats nice (6)
YLD kills Prynn, you draw 1
Grave kills your tech2, your base to 18
Crash Bomber hits your base to 16
Mind-Parry Monk (1)
Worker (0)
Workers
Stewardess of the Undone, Bombaster, Pillage, Nautical Dog, Careless Musketeer
Patrol as below
Discard 1 Draw 2 rs Draw 1
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 2
Tech2 HP: 5 Discipline
In Patrol:
Squad Leader: Grave (5/3+1armor lvl 7, sword)
Elite:
Scavenger:
Technician: Mind-Parry Monk (5/4)
Lookout:
In Play:
Crash Bomber (2/2)
Young Lightning Dragon (3/3)
Bloodburn, 2 runes
Training Grounds (4hp)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Mad Man
Charge
Reversal
End of Turn Discard
My Thoughts
Okay, Reversal can just pause buffer that Immortal, then we can use a sword next turn maybe to banish it permanently with Prynn. If only I had 1 more gold to also bring out Drakk, I could have MPM smack the base around too. I’ll worker this Stewardess and grab another, then Versatile Style JIC the Second Chances proves bothersome
Mind-Parry Monk
Makeshift Rambaster
Stewardess of the Undone
Reversal
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
All Teched Cards
War Drums x2
Versatile Style, Stewardess of the Undone
Origin Story, Kidnapping
Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber
Main:
YLD kills Jandra, her death trigger removes SQL and Jav flickers to backline, you get 1g
GG WP. I’ll probably want to run it back, but first I want to think over how that game played out and what I should do differently, and I haven’t had a good opportunity to do so as yet.
Btw, I’m starting to think there’s something to this model in terms of producing decks that are challenging to deal with.
Well @charnel_mouse correct me if I’m wrong here, but my understanding was this model’s deck choices is meant to be “should have EVEN matchups against most decks”, not “should be STRONG/TOP TIER in most situations”
I don’t mean to say that the decks you’re playing are super powerful (well, maybe the Birds…), but more like, usually I can say, “okay, against X, I don’t need to worry about Y”, and I haven’t really been able to do that against the model’s choice decks. So, I wonder if they’re maybe designed to be able to deal with a wide range of strategies.
No, that would be much harder. They’re only supposed to be even against the other deck they’re paired against, in the turn order they’re paired in. General strength isn’t a consideration, and obviously the model knows nothing about covering obvious weak spots.
Am I reading this right? [Balance]/Disease/Law is the weakest? Hmm, this deck doesn’t sound so bad. And how is Growth rated so low in the bottom 3? I thought Growth was one of the stronger specs.
I can’t remember whether I’ve discussed this in the data thread, but these weights / scores are based on the following process:
Generate a large number of samples from the model, each of which can provide a matchup table for all possible deck pairings.
Calculate the Nash equilibrium for each sample. (This takes a long time, since there are so many decks.)
Take the mean of the Nash equilibria to get each deck’s weight.
This means that specs that are considered good can end up with a low score, because they’re countered by other strong specs that have a high score, and would be assumed to be used often.
Also, starters/specs with a low amount of information from the data tend to be weighted higher, but that’s not the case for Growth.
Also, bear in mind the model doesn’t account for in-deck synergies at all.
Oh, and now I’m looking at it, the top spec (Blood) is currently considered good enough to play a little over twice as often as the weakest spec (Feral). In my opinion, in general balance terms that’s basically peanuts. The big imbalances come when you consider decks, rather than individual components.