Abridged version! This just has the main points, for the full explanation with reasoning, go for the second post.
Soothslyr recently posted that SE is nothing more than a glorified game of rock, paper, scissors. Personally, I welcome this format as it is inherently balanced, everything has a weakness and strength. But it can lead to the situation where a matchup between two heroes is essentially pre-decided. Not cool. Soothslyr suggested it should be pretty easy to map out the dynamic, so I decided to try to map out the rock paper scissors dynamic. But the situation, as you will see, got real complicated real quick.
Damage Strategies
So how to start? Well, you win the game by doing damage to your opposing hero. Looking at the cards, there are essentially three ways to damage the other hero, ALLIES, WEAPONS, and direct damage SPELLS. Allies in particular are diverse, and there are several ways to use allies to do damage. You can use heavy allies (HA), weenie rush (WR), or a weenie boost (WB).
Notice two things. First, wulven and rogues are poorly represented in the above damage schemes, and are also considered lower tier decks, partly for this reason. Second, I would argue that with the exception of the HA strategy, all the other strategies are not powerful enough to win on their own, meaning multiple strategies need to be employed and card draw becomes essential. In the few decks that can rely on one strategy (allyless Gwen or mage), card draw is still essential to these strategies. In HA strategy, though, the fewest cards are used to do the most damage possible, making card draw less of an issue.
Now, for the rock paper scissors dynamic, we need to look at the counters to such strategies. This is the difficult part, because there are multiple ways to counter each strategy, so I have ranked the counters, from very effective (A), to mediocre (B) to doable, but not efficient(C). I then determined which damage strategies and counters are available to which heros, and thus who can counter who. This should ideally break everything into a rock, paper, scissors type dynamic.
So, original question, ROSHAMBO?
Here's my attempt to make a roshambo flowchart.
Mages counter ally based strategies, mainly priests. But Zhannacounters mage strategy. Shadow mages can also counter weapon based strategies. Mages have no effective counter for warriors and Zal using a type 3 strategy, but those warriors and Zal have no effective counter for Mages with type 2 and 4 strategies, leading to an either way death race. Zal counters warriors and Gwen, warriors counter Zal. Gwen counters mages. Everything else counters Gwen. Priests in general can counter everything, but especially warriors.
Super generalized- Hunters counters mages, mages counter priests, priests counter warriors, warriors counter hunters. But there are ways to build decks that counter about every step of this circle.
Eh. To me, too confusing and too many qualifications to be useful. Additionally a lot of these counters assume typical decks, but for many of these it is possible to build a non-typical deck that can counter any possible deck. The take-away message here I think is that the game can't be easily broken into a ROSHAMBO strategy, since most decks have a possible counter to most strategies. Additionally there is always the issue of how to balance your deck between boosts for your strategy vs. counters to other strategies. And then the question of- should you add in more really effective counters for the deck you are built to defeat, or put in the weaker counters to deal with the decks that you have more trouble countering but can counter? These cards weaken your deck overall (less consistent draw, less effective counters) but give you versatility. In other words, no, don't think SE can be broken into a rock, paper, scissors type strategy.
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