Here, I want to discuss the idea of deck polarization: what it is, why it occurs, why I think it is bad for the game of Gwent, and what can be done about it.
The idea of deck polarization is fairly simple. Only 16 of 25 cards in a deck are typically played (barring extra draws). If you have only 4 provision cards amongst the nine cards not played, you will have more provisions you actually play. Comprising decks of as many extremely high provision cards as possible, then filling it with four provision bronzes allows you to use mulligans to leave low provision cards dominating the set of unplayed cards in the deck. While exact probability calculations for the effectiveness of this are tedious and lengthy, I estimate that, on the average, a highly polarized deck will play about 8 more provisions than a completely non-polarized deck. This makes polarizing decks highly advantageous.
I believe the polarization of decks hurts game play in at least three ways:
1. It reduces deck variety by making mid-provision (6-8 provision) cards less valued and hence less used. Even highly polarized decks MAY use some of these mid provision cards, but they MUST use low and high provision cards. Fewer options in the design of decks results in less variety.
2. It significantly increases the role of luck in a match. Unfortunately, while polarization increases the average total of provisions played, it even more dramatically increases the variability of provisions played — not drawing high provision gold cards is disastrous. From my observation of tournaments and streamers, well over half the matches between competent opponents are decided by draws rather than quality of play.
3. It leads to tutor abuse. Because not drawing gold cards is so decisively bad, tutors are added — not to focus an archetype or to provide access to a tech card one might not want in hand, but solely to insure that desirable, high provision cards are not left unplayed in the deck. This, in turn, eliminates the need of players to adapt to what they have drawn by making anything desired potentially available at all times. And this reduces innovative thinking, creating repetitive, standard sequencing of cards.
I can think of three ways to address polarization, making it less attractive.
1. This may be difficult, but introducing mechanics that punish polarization could help. To some degree, clog (which fills an opposing deck with copies of the worst card played and decreases chances of drawing high provision cards would do this). Cards with abilities like, “opponent discards the highest provision card in hand and draws a card to replace it” would also punish polarization strategies. Unfortunately, I think most of these mechanics come with their own, negative consequences which may be worse than polarization.
2. Buff mid-provision cards to make them slightly more desirable than their provision cost suggests — i.e. if low and high provision cards typically play for 1.5 times their provision cost, let mid provision cards play for 1.75 times their provision cost. Right now, suggesting a deck consisting entirely of 6 and 7 provision cards is laughable — and this should not be the case.
3. Heavily nerf the top provision cards. If they are less desirable, making sacrifices to include them becomes less desirable. This has the advantage of also reducing the penalty for not drawing well. Of course, it would require developers to adjust their mentality that “big swings” without corresponding good play are exciting.
The idea of deck polarization is fairly simple. Only 16 of 25 cards in a deck are typically played (barring extra draws). If you have only 4 provision cards amongst the nine cards not played, you will have more provisions you actually play. Comprising decks of as many extremely high provision cards as possible, then filling it with four provision bronzes allows you to use mulligans to leave low provision cards dominating the set of unplayed cards in the deck. While exact probability calculations for the effectiveness of this are tedious and lengthy, I estimate that, on the average, a highly polarized deck will play about 8 more provisions than a completely non-polarized deck. This makes polarizing decks highly advantageous.
I believe the polarization of decks hurts game play in at least three ways:
1. It reduces deck variety by making mid-provision (6-8 provision) cards less valued and hence less used. Even highly polarized decks MAY use some of these mid provision cards, but they MUST use low and high provision cards. Fewer options in the design of decks results in less variety.
2. It significantly increases the role of luck in a match. Unfortunately, while polarization increases the average total of provisions played, it even more dramatically increases the variability of provisions played — not drawing high provision gold cards is disastrous. From my observation of tournaments and streamers, well over half the matches between competent opponents are decided by draws rather than quality of play.
3. It leads to tutor abuse. Because not drawing gold cards is so decisively bad, tutors are added — not to focus an archetype or to provide access to a tech card one might not want in hand, but solely to insure that desirable, high provision cards are not left unplayed in the deck. This, in turn, eliminates the need of players to adapt to what they have drawn by making anything desired potentially available at all times. And this reduces innovative thinking, creating repetitive, standard sequencing of cards.
I can think of three ways to address polarization, making it less attractive.
1. This may be difficult, but introducing mechanics that punish polarization could help. To some degree, clog (which fills an opposing deck with copies of the worst card played and decreases chances of drawing high provision cards would do this). Cards with abilities like, “opponent discards the highest provision card in hand and draws a card to replace it” would also punish polarization strategies. Unfortunately, I think most of these mechanics come with their own, negative consequences which may be worse than polarization.
2. Buff mid-provision cards to make them slightly more desirable than their provision cost suggests — i.e. if low and high provision cards typically play for 1.5 times their provision cost, let mid provision cards play for 1.75 times their provision cost. Right now, suggesting a deck consisting entirely of 6 and 7 provision cards is laughable — and this should not be the case.
3. Heavily nerf the top provision cards. If they are less desirable, making sacrifices to include them becomes less desirable. This has the advantage of also reducing the penalty for not drawing well. Of course, it would require developers to adjust their mentality that “big swings” without corresponding good play are exciting.