Deck playstyle

Playable now

How a deck plays when you are not at the controls.

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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.

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