Deck playstyle
Playable nowHow a deck plays when you are not at the controls.
You can do this now.
When it is used
- A raid or a defence nobody is playing by hand.
- The rest of a match after you press Skip to the end.
- A turn you let run out in a live battle.
The playstyle is read when a battle starts. Changing it later does not change a battle already under way or a replay.
The four choices
- Automatic
- Starts as the style its cards suggest, then picks a style each turn: Aggro when its board would kill the enemy deck master sooner, Control when the enemy board would kill yours sooner, Midrange when it is close.
- Aggro
- Attacks the enemy deck master. A point of damage to it counts as 2 points of minion when it weighs a trade.
- Midrange
- Takes kills that cost it little and sends the rest at the master. A point of damage to the master counts as 0.5 of a minion.
- Control
- Clears the enemy board and sends what is left over at the master. A point of damage to the master counts as 0.25 of a minion.
A minion’s trade value is its attack plus its health plus its armour. It saves outright removal for valuable targets, unless a smaller target blocks a win or threatens your master.
How fixed styles plan a turn
- If your minions and the damage in your hand can kill the enemy deck master this turn, they do, clearing only the Guards in the way.
- If the enemy board could kill your deck master next turn, it kills those minions first.
- Guards in the way are cleared by whichever minions and cards give up the least. Two small minions may attack a Guard so a big one can attack the master.
- Every minion that attacks a minion takes that minion's attack back, so ganging up only happens when it is worth it.
- Once minions start on a kill, the rest of the group finishes it.
- Damage cards finish minions that hit hard, and go before the attacks they help.
- A minion that summons when it dies is killed after the attacks it could block.
- Minions not needed for a trade attack the enemy deck master. A minion never attacks something it can neither kill nor survive.
- Midrange and Control protect a minion worth 10 or more by killing what could kill it.
- It weighs damage and healing on both sides. Random effects are weighed across the targets they can reach.
- It counts the arriving minion and the card’s effects together, including draws and summons caused by deaths.
- A minion takes its planned attack before a card removes it. A board clear goes before new minions it would remove.
- Among cards it considers useful, it plays the set that uses the most of your mana.
- It compares a paid manual Signature with other plays before spending the mana it needs.
Automatic looks ahead
- Automatic compares sequences of cards, attacks and your manual Signature before each move.
- It looks for winning combinations, protects your master and saves outright removal for substantial threats.
- It considers turn-end effects, including damage from drawing an empty deck.
- It uses your hand and the visible board. It cannot see future draws, the opponent's hand or face-down Reactions.
Your opening hand
- Aggro puts back cards costing more than 2.
- Midrange puts back cards costing more than 4.
- Control puts back cards costing more than 5, but keeps removal.
- No more than 3 cards go back, dearest first, or 4 for a retrospective. Automatic uses the style its cards suggest.
How Automatic reads your cards
- Aggro if the 30 cards average 2.5 mana or less, or if at least 45% of the minions' attack plus health is attack.
- Otherwise Control if the cards average 3 mana or more, if at least 20% of them damage or remove enemy minions, or if at least 40% of the minions have Guard.
- Otherwise Midrange.
The deck master does not count, and neither does wear on a card.