I looked at data from games played on BGA in tournaments and made a write up in G-doc...
https://docs.google.com/document/d/1f1P ... sp=sharing
https://docs.google.com/document/d/1f1P ... sp=sharing
I don't think this necessarily goes against anything I wrote (maybe reinforces it to be honest with you) and I acknowledged some of these as deficiencies in the data I looked at. I said before in my first video that SO was the single strongest card because it combos with so many cards and counters so many strong one as well without any true counters. All of which i still think is true. The numbers don't lie though, it didn't correlate well with actually winning. If you want to argue I used bad data or looked at the wrong games, I'm open to that, but as I said in the write up, looking at specific combos, draft position, or players ELO/arena rank could change the win rate but this was looking at it from a very high level position.RGNRK wrote: ↑20 November 2023, 22:04 Respectfully, I have to disagree with your conclusions.
As a disclaimer, I am basing this on my own experience with the game. I am by no means an expert, and I don't consider myself a truly analytical player. I generally play instinctively, but having played 812 games and generally sitting in the top 5 all-time ELO, I don't feel out of place giving my anecdotal comments.
I spent some time as a Secret Oath apologist - I thought playing around it was a a matter of practice, experience, and awareness. I've come all the way around on it, to the point where I am considering pausing my play of this game until either their is a custom option to remove the card or the second standalone set comes out.
Simply put, there is no other card that warps the game as fundamentally as Secret Oath. If it comes out early and your opponent gets it, it's bad - lots of time for it to proc and force you into inefficient play. What I feel has been underrepresented in the conversation is how much worse it is when it comes out in the mid-game, when you have a board state of 3-4 spells and you can't pivot them out until all the way after you get your 6th spell.
I see there being two pools of spells that Secret Oath impacts - those whose utility is fundamentally changed by the existence of Secret Oath and those that are made considerably stronger/weaker depending on who has Secret Oath. In the first category is Reckless Attack, Growth, Shared Power, Toxic Gift, Possessed, Puppet Master, Power Hungry, Friendly Truce, and, of course, Arcane Tactics. In the second category I put Trap Attack, Shadow Attack, Aftershock, and Energy Reserve - not unplayable if your opponent gets Secret Oath, but definitely not as good.
No other card so radically alters the board state as Secret Oath. Sure, there are combos that can be drafted into and there are definitely cards that can hurt if they come out at the wrong time. A card that comes to mind is Stone Crush - if you're sitting on 10 mana cards and it comes out, that can be a huge blow, but you know that card exists and holding that many mana cards is a known risk because that card exists. You can choose to play conservatively around the risk of Stone Crush, or not. Secret Oath doesn't invite preemptive counter-play other than devaluing a large percentage of the cards in the card pool.