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Simulating a Homeworlds Prerelease

Building a library of sealed decks

In Prerelease and sealed events, deckbuilding has a very different flavor than in Premier. Each player opens six packs and builds the best 30-card deck they can from whatever they get. It can be less about finding the best leader and deck in the set, and more about identifying which aspects from your specific card pool are strongest, and pairing them with a solid leader and base.

In this experiment, we simulated building limited-format decks to get a rough idea of which decks to expect at Prerelease events.

We began with 1,000 simulated entrants. Each one opened their own six packs of Homeworlds and built a deck from the cards they got. A separate deckbuilding model is in progress, so for now decks were built at random and the games decided which were good.

There were four steps.

  1. Open the packs. Every entrant opens six Homeworlds packs, generated the same way as the packs on the Sealed page. Every entrant also gets the two Prerelease kit leaders, Grand Moff Tarkin and Chewbacca.
  2. Build every reasonable deck. For each leader in the pool, and for each base aspect that doesn't overlap the leader's, we build one candidate deck. Its 30 cards are drawn at random from the in-aspect cards in that pool, and decks that would need more than two off-aspect cards are dropped. This gave 19,578 candidate decks, about 20 per entrant.
  3. Play an opening round. Every candidate plays five pairs of games against candidates from other entrants. In a pair, the decks play twice and swap who goes first. Each entrant then keeps only their best deck for each leader.
  4. Narrow down against the meta. In each of nine rounds, the remaining decks played five more pairs of games against the current best deck of randomly chosen entrants. Then each entrant dropped their weakest deck. At the end, every entrant was left with one deck: the one they would play.

All together, building the library took 367,870 games. The AI played both sides of every game using its policy alone, with no lookahead search. The 1,000 registered decks are the library the opponents on the Sealed page draw from.

Which leaders get played

Each bar is the number of the 1,000 registered decks led by that leader, split by the color of the base it was paired with.

TarffulCommandHeroism
292
Chewbacca CommandHeroism
163
Doctor HemlockVigilanceVillainy
125
BosskCunningVillainy
90
General GrievousCommandVillainy
76
The WarriorCunningHeroism
54
Poggle the LesserAggressionVillainy
48
WicketAggressionHeroism
43
Jar Jar BinksVigilanceHeroism
37
Darth VaderCommandVillainy
28
Darth SidiousAggressionVillainy
19
Asajj VentressVigilanceAggression
16
OshaCunningHeroism
6
MaulCunningVillainy
2
Cham SyndullaAggressionHeroism
1
Grand Moff Tarkin VigilanceVillainy
0
OmegaVigilanceHeroism
0
Maz KanataCommandCunning
0
Base aspect: Vigilance Command Aggression Cunning

Tarfful is by far the most common leader. Of the 478 entrants who opened Tarfful (out of 1,000), 292 selected him. No other leader was used by more than a quarter of the entrants who had it. He also wins with any of three base colors, which the archetype results below bear out.

The two kit leaders, Chewbacca and Grand Moff Tarkin, show how differently two "free" leaders can turn out. Every entrant had both. Chewbacca was used by about 1 in 6 entrants, usually when the packs offered nothing better. Grand Moff Tarkin was played by no one, and neither were Omega or Maz Kanata.

Among the rare leaders, Darth Vader stands out: few pools have him (123 of 1,000), but 28 of those entrants played him.

Archetype win rates

We group the registered decks into archetypes: a leader paired with a base aspect, such as Tarfful with a Vigilance base. We took the 15 archetypes with the best record in the elimination rounds, and measured each one against all the decks in the library.

Each archetype played 11,000 games, each one a random deck of that archetype against a random deck from the library. The bars are 95% confidence intervals around the win rates; the dashed line is 50%.

45%50%55%60%
1
Tarfful + Vigilance
59.1% 58.2–60.0
2
Tarfful + Cunning
55.4% 54.5–56.3
3
Tarfful + Aggression
54.2% 53.3–55.2
4
Doctor Hemlock + Command
53.3% 52.4–54.3
5
Darth Sidious + Cunning
51.0% 50.1–52.0
6
Darth Vader + Vigilance
51.0% 50.1–52.0
7
Doctor Hemlock + Cunning
50.2% 49.3–51.2
8
Bossk + Command
50.0% 49.1–50.9
9
Doctor Hemlock + Aggression
49.9% 49.0–50.9
10
Bossk + Vigilance
48.6% 47.6–49.5
11
Chewbacca + Cunning
47.4% 46.4–48.3
12
General Grievous + Cunning
47.3% 46.3–48.2
13
Bossk + Aggression
47.0% 46.1–47.9
14
Wicket + Command
45.7% 44.8–46.7
15
Jar Jar Binks + Cunning
44.5% 43.6–45.5

All three Tarfful archetypes finish in the top three, and Tarfful + Vigilance wins 59% of its games, a long way clear of everything else. Doctor Hemlock with a Command base is the best non-Tarfful archetype, at 53%.

The base color matters almost as much as the leader. Doctor Hemlock spans 53% to 50% across his three bases, and Bossk spans 50% to 47%. Two rare-leader archetypes, Darth Sidious + Cunning and Darth Vader + Vigilance, sit at 51% each. They are strong when you open them, but too rare to shape the meta.

The cards that matter most

To measure a single card's value we used a swap test. For example, take a random Hemlock + Command deck. Simulate a game between that deck and a random deck from the library. Then, replay it with one card in the Hemlock deck swapped for the card being tested, keeping the same shuffles at the start of the game.

Any difference in the result is down to the swap. We did this 2,000 times for every card in each archetype's aspects that can be opened in a Homeworlds pack, swapping it into a random slot of a random deck each time. This required a total of about 2.65 million simulated games.

The numbers below show how much the swaps changed the archetypes' win rates, in percentage points. Hover over or tap a card name to see the card.

Most swaps make a deck slightly worse. These decks survived nine rounds of selection, so the card being swapped out is usually at least decent. A card near the top of its list is one the archetype should play wherever it can.

Tarfful + VigilanceVigilance59.1%
#CardWin rate change95% interval
1VigilanceCommandBestial Bond+5.1 pp+3.4 to +6.9
2CommandOuter Rim Garrison+2.8 pp+1.0 to +4.5
3VigilanceCommandHeroismHunter — Everyone Get to Cover!+2.5 pp+0.8 to +4.3
4CommandHeroismRyyk Blademaster+2.5 pp+0.7 to +4.2
5VigilanceCommandKelnacca — Solitary Master+2.1 pp+0.3 to +4.0
6CommandBanking Clan Warship+1.6 pp-0.1 to +3.3
7CommandRex — Outserved His Purpose+1.4 pp-0.3 to +3.0
8CommandEmerie Karr — For Your Own Good+1.4 pp-0.4 to +3.1
9VigilancePelta Relief Frigate+1.2 pp-0.4 to +2.9
10VigilanceHeroismWookiee Protector+1.2 pp-0.6 to +2.9
Tarfful + CunningCunning55.4%
#CardWin rate change95% interval
1CommandHeroismRyyk Blademaster+2.8 pp+1.0 to +4.5
2CunningHeroismPhee Genoa — Liberator of Ancient Wonders+1.5 pp-0.2 to +3.2
3CommandOuter Rim Garrison+1.1 pp-0.6 to +2.8
4HeroismPack Guardian+0.8 pp-0.8 to +2.5
5CunningHeroismTech — I Thought It Was Obvious+0.8 pp-0.9 to +2.5
6CommandEmerie Karr — For Your Own Good+0.7 pp-1.0 to +2.4
7CommandHeroismLuminara Unduli — Besieged General+0.6 pp-1.1 to +2.3
8CommandHeroismAuzituck Avenger+0.6 pp-1.1 to +2.2
9CommandRex — Outserved His Purpose+0.4 pp-1.1 to +1.9
10CommandBanking Clan Warship+0.3 pp-1.3 to +2.0
Tarfful + AggressionAggression54.2%
#CardWin rate change95% interval
1AggressionHeroismEzra Bridger — What Are You Afraid Of?+4.4 pp+2.8 to +6.0
2CommandAggressionKrrsantan — Santo+3.2 pp+1.5 to +4.9
3CommandHeroismRyyk Blademaster+3.1 pp+1.4 to +4.8
4CommandWookiee Rangers+2.9 pp+1.2 to +4.6
5CommandEmerie Karr — For Your Own Good+2.8 pp+1.2 to +4.4
6CommandArena Reek — Fixture of Ceremony+2.5 pp+1.0 to +4.1
7AggressionMining Guild Trespasser+2.4 pp+0.7 to +4.0
8AggressionHeroismDune Sea Nomads+2.0 pp+0.4 to +3.7
9CommandAggressionHeroismIma-Gun Di — Holding Out For Resupply+1.7 pp+0.1 to +3.4
10AggressionHeroismCrosshair — I've Changed+1.5 pp-0.1 to +3.1
Doctor Hemlock + CommandCommand53.3%
#CardWin rate change95% interval
1CommandVillainyStormtrooper Patrol+5.9 pp+4.1 to +7.7
2VigilanceCommandKelnacca — Solitary Master+4.2 pp+2.4 to +6.1
3VigilanceVillainyNuvo Vindi — Blue Shadow Perfected+3.7 pp+1.9 to +5.4
4CommandWookiee Rangers+3.7 pp+1.9 to +5.4
5VigilanceVillainyScorch — Imperial Commando+3.5 pp+1.7 to +5.3
6CommandArena Reek — Fixture of Ceremony+2.7 pp+1.0 to +4.4
7CommandOuter Rim Garrison+2.7 pp+0.9 to +4.6
8VillainyVillainous Ambition+2.7 pp+0.9 to +4.5
9CommandVillainySecessionist Convert+2.7 pp+0.9 to +4.4
10CommandEmerie Karr — For Your Own Good+2.5 pp+0.8 to +4.3
Darth Sidious + CunningCunning51.0%
#CardWin rate change95% interval
1AggressionCunningVillainyThird Sister — Cycle of Vengeance+0.8 pp-0.9 to +2.5
2AggressionVillainyFilthy Dianoga+0.4 pp-1.2 to +2.1
3CunningVillainySandtrooper Squad+0.3 pp-1.4 to +2.0
4CunningVillainyInferno Squad — We Can Grieve Later+0.3 pp-1.4 to +2.0
5CunningHowl+0.1 pp-1.6 to +1.8
6AggressionVillainyGeneral Grievous — Scourge of Dathomir-0.1 pp-1.8 to +1.5
7AggressionCunningA'Koba — Restless Raider-0.3 pp-1.9 to +1.4
8CunningTusken Raider-0.3 pp-2.0 to +1.4
9AggressionVillainyArena Acklay — Screaming Predator-0.5 pp-2.1 to +1.2
10CunningTeeka — You're In Luck-0.6 pp-2.3 to +1.1
Darth Vader + VigilanceVigilance51.0%
#CardWin rate change95% interval
1CommandVillainyEmperor Palpatine — Consolidating Power+3.2 pp+1.5 to +5.0
2CommandVillainyStormtrooper Patrol+3.0 pp+1.3 to +4.7
3VigilanceCommandKelnacca — Solitary Master+2.6 pp+0.8 to +4.4
4VigilanceVillainyNuvo Vindi — Blue Shadow Perfected+2.5 pp+0.8 to +4.2
5CommandOuter Rim Garrison+2.2 pp+0.5 to +3.9
6CommandEmerie Karr — For Your Own Good+2.1 pp+0.4 to +3.8
7CommandVillainyNute Gunray — Perfectly Legal+1.4 pp-0.3 to +3.1
8VigilanceNuma — Still Fighting+1.3 pp-0.4 to +3.0
9VigilanceBatcher — Loyal Hound+1.2 pp-0.4 to +2.9
10VigilanceTerritorial Mudhorn+1.1 pp-0.6 to +2.8
Doctor Hemlock + CunningCunning50.2%
#CardWin rate change95% interval
1CunningVigilanceVillainyMae — Kill the Dream+9.2 pp+7.4 to +11.1
2VigilanceVillainyNuvo Vindi — Blue Shadow Perfected+5.3 pp+3.5 to +7.1
3VigilanceTerritorial Mudhorn+4.6 pp+2.8 to +6.4
4VigilanceVillainyScorch — Imperial Commando+4.5 pp+2.8 to +6.3
5CunningVillainyInferno Squad — We Can Grieve Later+3.6 pp+1.9 to +5.4
6VigilanceNuma — Still Fighting+3.4 pp+1.6 to +5.2
7CunningVillainyTreacherous Pyke+3.2 pp+1.4 to +5.0
8CunningVillainyQimir — Everyone Has a Weakness+3.0 pp+1.1 to +4.8
9VigilanceVillainyRho Medical Shuttle+2.6 pp+0.9 to +4.4
10VillainyOccupation Officer+2.5 pp+0.7 to +4.3
Bossk + CommandCommand50.0%
#CardWin rate change95% interval
1CunningVillainyInferno Squad — We Can Grieve Later+4.0 pp+2.2 to +5.7
2CommandVillainyNute Gunray — Perfectly Legal+3.6 pp+1.9 to +5.3
3CommandVillainyStormtrooper Patrol+3.5 pp+1.8 to +5.2
4CunningVillainyQimir — Everyone Has a Weakness+3.4 pp+1.6 to +5.1
5CommandEmerie Karr — For Your Own Good+3.1 pp+1.5 to +4.8
6CommandVillainyThe First Legion — Vader's Fist+2.8 pp+1.1 to +4.4
7CommandArena Reek — Fixture of Ceremony+2.6 pp+0.9 to +4.4
8CunningVillainyTreacherous Pyke+2.4 pp+0.7 to +4.1
9VillainyOccupation Officer+2.4 pp+0.7 to +4.0
10VillainySurveillance Cruiser+2.2 pp+0.6 to +3.9
Doctor Hemlock + AggressionAggression49.9%
#CardWin rate change95% interval
1VigilanceVillainyScorch — Imperial Commando+2.7 pp+0.8 to +4.5
2VigilanceAggressionMother Talzin — Pledged to the Sisterhood+2.6 pp+0.7 to +4.5
3VigilanceTerritorial Mudhorn+2.1 pp+0.3 to +3.8
4VigilanceVillainyNuvo Vindi — Blue Shadow Perfected+1.5 pp-0.3 to +3.3
5VigilanceVillainyImperial Venator+1.4 pp-0.4 to +3.1
6VigilanceNuma — Still Fighting+1.2 pp-0.6 to +3.0
7AggressionVillainyFilthy Dianoga+0.8 pp-1.0 to +2.6
8VigilanceAggressionDooku — Corruption Must Be Eradicated+0.8 pp-1.0 to +2.5
9AggressionMining Guild Trespasser+0.5 pp-1.2 to +2.3
10VigilanceDevotion+0.1 pp-1.6 to +1.8
Bossk + VigilanceVigilance48.6%
#CardWin rate change95% interval
1CunningVigilanceVillainyMae — Kill the Dream+6.4 pp+4.5 to +8.2
2VigilanceVillainyNuvo Vindi — Blue Shadow Perfected+3.8 pp+2.0 to +5.5
3CunningVillainyInferno Squad — We Can Grieve Later+3.7 pp+1.9 to +5.6
4CunningDragonboat Freighter+3.5 pp+1.7 to +5.4
5CunningVillainyQimir — Everyone Has a Weakness+2.5 pp+0.7 to +4.3
6VillainyVillainous Ambition+1.9 pp+0.2 to +3.7
7VigilanceVillainyRho Medical Shuttle+1.7 pp+0.0 to +3.5
8CunningVillainyCid Scaleback — Can't Be Trusted+1.5 pp-0.1 to +3.2
9VillainySurveillance Cruiser+1.5 pp-0.3 to +3.2
10VillainyOccupation Officer+1.3 pp-0.5 to +3.0
Chewbacca + CunningCunning47.4%
#CardWin rate change95% interval
1CommandCunningGreater Sarlacc+3.2 pp+1.4 to +5.1
2CommandHeroismRyyk Blademaster+2.6 pp+0.9 to +4.3
3CommandWookiee Rangers+2.5 pp+0.8 to +4.2
4CommandArena Reek — Fixture of Ceremony+2.4 pp+0.8 to +4.1
5CommandCommander Gree — Of the 41st Elite Corps+2.4 pp+0.7 to +4.1
6CunningHeroismPhee Genoa — Liberator of Ancient Wonders+1.8 pp+0.1 to +3.5
7CunningHeroismTech — I Thought It Was Obvious+1.5 pp-0.2 to +3.2
8CunningDragonboat Freighter+1.3 pp-0.5 to +3.1
9CommandOuter Rim Garrison+1.2 pp-0.5 to +2.9
10CommandHeroismHijacked AT-ST+1.0 pp-0.5 to +2.6
General Grievous + CunningCunning47.3%
#CardWin rate change95% interval
1CunningVillainyQimir — Everyone Has a Weakness+3.4 pp+1.7 to +5.1
2CommandVillainyEmperor Palpatine — Consolidating Power+2.7 pp+1.0 to +4.4
3CommandArena Reek — Fixture of Ceremony+2.5 pp+0.8 to +4.3
4CommandVillainyNute Gunray — Perfectly Legal+2.4 pp+0.6 to +4.1
5CommandVillainyStormtrooper Patrol+2.1 pp+0.4 to +3.8
6CommandEmerie Karr — For Your Own Good+1.5 pp-0.2 to +3.1
7CunningVillainyInferno Squad — We Can Grieve Later+1.4 pp-0.3 to +3.1
8CunningVillainyGeonosian Picador+1.4 pp-0.3 to +3.0
9CunningVillainySandtrooper Squad+1.3 pp-0.3 to +3.0
10CommandVillainyDisposable B1+1.3 pp-0.4 to +2.9
Bossk + AggressionAggression47.0%
#CardWin rate change95% interval
1AggressionEnraged+2.3 pp+0.4 to +4.1
2CunningVillainyInferno Squad — We Can Grieve Later+2.2 pp+0.4 to +3.9
3CunningVillainyQimir — Everyone Has a Weakness+1.8 pp-0.0 to +3.6
4AggressionVillainyFilthy Dianoga+1.7 pp+0.0 to +3.4
5AggressionAdamant Ewoks+1.6 pp-0.2 to +3.3
6AggressionArena Nexu — Starved For Prey+1.6 pp-0.2 to +3.4
7AggressionMining Guild Trespasser+1.4 pp-0.3 to +3.1
8CunningTusken Raider+1.4 pp-0.4 to +3.2
9CunningVillainyCid Scaleback — Can't Be Trusted+1.3 pp-0.5 to +3.0
10VillainyOccupation Officer+1.2 pp-0.6 to +3.0
Wicket + CommandCommand45.7%
#CardWin rate change95% interval
1CommandEmerie Karr — For Your Own Good+3.0 pp+1.3 to +4.8
2AggressionEnraged+2.7 pp+0.9 to +4.5
3CommandHeroismLeia Organa — These Are My Friends+2.4 pp+0.7 to +4.1
4CommandArena Reek — Fixture of Ceremony+2.2 pp+0.5 to +3.9
5AggressionAdamant Ewoks+2.2 pp+0.5 to +3.9
6HeroismCaptain Tarpals — Grand Army Captain+1.9 pp+0.1 to +3.7
7CommandHeroismVerdant Fortress+1.8 pp+0.1 to +3.6
8AggressionHeroismTeebo — Striped Hunter+1.7 pp-0.0 to +3.4
9AggressionHeroismChampions of Endor+1.7 pp-0.1 to +3.5
10CommandChild of Dathomir+1.5 pp-0.3 to +3.2
Jar Jar Binks + CunningCunning44.5%
#CardWin rate change95% interval
1VigilanceHeroismBoss Nass — Otoh Gunga Boss+4.1 pp+2.4 to +5.8
2CunningHeroismSol — Compassionate Guardian+3.3 pp+1.6 to +5.1
3CunningVigilanceHeroismYoda — Trickster In Exile+3.2 pp+1.5 to +4.9
4VigilanceNuma — Still Fighting+3.0 pp+1.4 to +4.7
5VigilanceHeroismGrand Army Marine+2.5 pp+0.9 to +4.2
6VigilanceHeroismYord Fandar — Devoutly Disciplined+2.5 pp+0.8 to +4.2
7CunningHeroismPhee Genoa — Liberator of Ancient Wonders+2.2 pp+0.6 to +3.8
8VigilanceTerritorial Mudhorn+2.1 pp+0.4 to +3.8
9CunningHowl+1.9 pp+0.3 to +3.6
10HeroismCaptain Tarpals — Grand Army Captain+1.7 pp+0.0 to +3.4

Highlights

Takeaways

Unfortunately, due to model training issues, this experiment wasn't ready to publish until after Prerelease events had mostly completed.

Questions about our findings? Email admin@swoolab.com.

Try sealed against the model