41 – Benchmarking


one ring


In this episode, the full Grey Company crew takes on the topic of benchmarking. How can you eyeball a deck and tell if it’s strong or not? How can you go about testing a deck? Is there value to deck testing in a cooperative game?

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1 Response to 41 – Benchmarking

  1. PocketWraith says:

    I had a couple of significant thoughts while listening, both on things Matthew said – Firstly, I definitely kind of agree about there being less need for testing in multiplayer. In multiplayer games, sometimes if I were being really critical I could maybe say one of the decks is underperforming (sometimes mine, sometimes someone else’s), but we’re still winning the quest because the other decks are good, and the less good one is still good enough. Not to mention the strengths of some decks can cover for the weaknesses of others. I certainly have a much lower threshold of how good a deck needs to be before I play it in a random game as opposed to before I post it online for all to see.
    The second point was on how necessary testing is, because I’d say it can be very dependent on the type of deck. If you’re just building for example a very straightforward questing deck you can eyeball it very easily, see you’ve got lots of cheap willpower allies, so you’ll be able to quest fine, probably don’t need serious testing. But if on the other hand you’re buildign something weirder, like if you’re looking for some janky multiple card combo, or using a more tricksy and niche card (such as the Palantir, which Ian mentioned), then there’s potentially a much wider gap between theory and practice so testing becomes a lot more valuable. If you bring your untested general questing deck to a game then maybe you realise you could further optimise your willpower by subbing a few cards in and out, but if you bring your untested janky combo deck to a game there’s a chance that it just doesn’t function properly until you switch those few cards around, but it really sings when you do. In that case, there’s a lot more to be said for doing some quick tests and swapping those cards around before you potentially spoil people’s fun by bringing a deck that doesn’t work, and certainly before you release it into the wilds of the internet only to realise it doesn’t work and you have to release version 2.0 two days later as the actually functional version.

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