[Casual] Nekoatl [Necromancy]/Truth/Present vs FrozenStorm [Balance]/Blood/Strength

Leading with Jandra against Past may not have been the best move…

P2T3


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Second Chances


WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue


NextHand

Graveyard
Skeletal Archery
Second Chances
Deteriorate


Discard

Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator
Second Chances
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Sacrifice the Weak kills Stewardess, 1 blood rune (bringing you up to 2, I believe?). - ($5)
Skeleton - ($4)
Tech II: Past - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Garth Torken (1/3) Reanimate
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Patrolling Skeleton as SQL so it can survive a burn, at least.

1 Like

Indeed, BB at 2 after the Stewie death

Game 6 Player 1, Turn 4

P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past

Starting Hand

Charge
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (7+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber


Main:

  • Mad Man crashes into Skele, BB@3 (7)
  • BB kills skele, BB@2
  • Mid Grave, kill Garth, you draw 1, Grave to level 5 (5)
  • Worker (4)
  • Tech 2 Discipline (0)
Workers

Bombaster, Pillage, Nautical Dog, Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 Discipline

In Patrol:

  • :psblueshield: Squad Leader: Grave (3/3+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn, 2 runes

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Crash Bomber
Training Grounds
Young Lightning Dragon
Scorch
Bloodrage Ogre

End of Turn Discard
My Thoughts

I call BS I don’t think you pre-teched Tech2 that hard


If only your Stewardess draw had been 1 turn slower. :wink:

P2T4


Tech StartingHand Workers

TECH
Immortal
Immortal


STARTING HAND
Skeletal Archery
Graveyard
Deteriorate
Second Chances
Pestering Haunt


WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Graveyard


NextHand

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:

  • :psblueshield: Squad Leader: L3 Max Geiger (2/4A) Sparkshot, trade
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Second Chances

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: 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?

Game 6 Player 1, Turn 5

P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past

Starting Hand

Crash Bomber
Training Grounds
Young Lightning Dragon
Scorch
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (7+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Origin Story, Kidnapping
Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber


Main:

  • Training Grounds (7)
  • Maxband Grave, kill Geiger (5)
  • Young Lightning Dragon (2)
  • Crash Bomber (1)
Workers

Bombaster, Pillage, Nautical Dog, Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 Discipline

In Patrol:

  • :psblueshield: Squad Leader: Grave (5/3+1armor lvl 7, sword)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout: Young Lightning Dragon (3/3)

In Play:

  • Bloodburn, 2 runes
  • Training Grounds (4hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Mind-Parry Monk
Makeshift Rambaster
Stewardess of the Undone
Reversal

End of Turn Discard
My Thoughts

WHELP, that’s a bummer


That’s correct, I originally forgot to pay for Geiger, and while editing it in, forgot to update the econ info.

P2T5


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Sacrifice the Weak
Skeletal Archery
Temporal Distortion
Temporal Distortion
Immortal


WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Graveyard
Sacrifice the Weak


NextHand

Jandra, the Negator
Pestering Haunt
Deteriorate
Second Chances
Immortal


Discard

Temporal Distortion
Skeletal Archery
Temporal Distortion
Seer
Seer


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
Prynn Pasternaak - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Prynn Pasternaak (1/3) [4 time]
  • :target: Lookout:

In Play:

  • Second Chances

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

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.

Where’s the Immortal getting resist 1?

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.

1 Like

No problemo, just checking :slight_smile:

Game 6 Player 1, Turn 6

P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past

Starting Hand

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 Discipline

In Patrol:

  • :psblueshield: Squad Leader: Grave (5/3+1armor lvl 7, sword)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mind-Parry Monk (5/4)
  • :target: 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


P2T6


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Deteriorate
Immortal
Pestering Haunt
Jandra, the Negator
Second Chances


WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Graveyard
Sacrifice the Weak
Pestering Haunt


NextHand

Seer
Skeletal Archery
Now!
Second Chances
Immortal


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild Tech II
Jandra, the Negator - ($6)
Skeleton Javelineer - ($5)
Garth Torken - ($3)
Skeleton - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Jandra, the Negator (3/3) Overpower, cursed
  • :pschip: Technician: L1 Garth Torken (1/3) Reanimate
  • :target: Lookout: Skeleton Javelineer (1/1) Resist 1 [javelin]

In Play:

  • Immortal (5/3) Indestructible

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech Lab HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 11

Thoughts

Need to stall for a turn… teching Now! for multi-attack replay madness.

GG WP! Go ahead and start the runback game whenever you’re ready or switch decks if you want to, no worries

Game 6 Player 1, Turn 7

P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past

Starting Hand

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
  • Reversal Garth, you draw 1 (6)
  • Drakk + instamax from TG (4)
  • Mad Man, hit your base to 14 (3)
  • Grave, MPM and CBomber hit your base to 0, GG WP!

@Nekoatl want to run it back or time for a break?

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.

2 Likes

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.

1 Like

That’s on the nose for sure I think.

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.

2 Likes

I put the model’s ranks for all the decks here, in decreasing order of strength, if you’re curious.

1 Like

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:

  1. Generate a large number of samples from the model, each of which can provide a matchup table for all possible deck pairings.
  2. Calculate the Nash equilibrium for each sample. (This takes a long time, since there are so many decks.)
  3. 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.

1 Like

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.

1 Like