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Purple/Red Control

Control: 7+ cards that remove, sweep or stun the opponent's Pals.

Only simulated bot-vs-bot games on published decks. · 32,826 simulated · last 90 days

Purple/Red Control

4 published decks · no new decks

29%

win rate

Share
4% of published decks
Rating
27%
Length
8.21 turns
Mulligan
—
On the play
24%
On the draw
34%
Games
1,334

How it wins

Damage 88% · Decking 12%

Key cards

What Purple/Red Control decks run

Head to head

Matchups

Purple/Red Control against the field, best matchup first. Bars run right where it is favoured and left where it is not, from a centre line at 50%. 1,334 games played.

Decks

Purple/Red Control decks that have played

  1. 1
    Shadowbeak – Seed of Despair
    Lyleen Noct – Providence of the Goddess
    Pyrin Noct – Steed of Azure Flames
    Menasting – Darkness-Dwelling Scorpion
    Foxparks – A Toasty Hug
    Rating
    24%
    Win rate
    28%
    Games
    382
    Length
    8.55 turns
    Play / draw
    23% / 32%
  2. 2
    Shadowbeak – Seed of Despair
    Lyleen Noct – Providence of the Goddess
    Suzaku – Hellfire Wings
    Blazehowl Noct – Darkflame Defender
    Menasting – Darkness-Dwelling Scorpion
    Rating
    28%
    Win rate
    33%
    Games
    376
    Length
    8.76 turns
    Play / draw
    27% / 38%
  3. 3
    Shadowbeak – Seed of Despair
    Lyleen Noct – Providence of the Goddess
    Reptyro – Ore Gorger
    Blazehowl – Hellflame Defender
    Blazehowl Noct – Darkflame Defender
    Rating
    31%
    Win rate
    36%
    Games
    352
    Length
    8.2 turns
    Play / draw
    31% / 40%
  4. 4
    Jormuntide Ignis – Savage Lava Dragon
    Pyrin Noct – Steed of Azure Flames
    Helzephyr – Wings of the Moonless Night
    Bushi – Ephemeral Blade
    Foxparks – A Toasty Hug
    Rating
    11%
    Win rate
    16%
    Games
    224
    Length
    6.69 turns
    Play / draw
    12% / 20%

4 published decks in this archetype. All archetypes

How these numbers are made

Two kinds of games. Player games are finished online, friendly, private and tournament matches between people. Simulated games are bot-versus-bot games on published decks, played on our own machines with the same rules engine as the game. The Combined view counts a simulated game as 0.25 of a player game; Players and Simulated show each on its own. Practice games against a bot are not counted as player games.

Share and trend. Which pairings get simulated is decided by our scheduler, not by players, so simulated games say nothing about popularity. Share of play therefore uses player games only. Where there are none, we show the share of published decks instead and say so; its trend is how many decks were created in the last 14 days against the 14 before.

Rating. The win rate a record can defend: the lower end of a 95% confidence interval, so a long record counts for more than a lucky streak. Draws count as half a win.

Small samples are hidden, not rounded. An archetype shows a rate from 30 games, a pairing from 12, a deck rating from 15, a card win rate from 30. On-play and on-draw need 15 games each way. A dash means not enough games. Simulated on-play, on-draw and mulligan figures also need the simulator to pass its calibration check, and say why when they are hidden.

Archetypes are read from the list. Nobody writes their plan on the tin, so the label comes from the 50 cards: the colour pair, then a role. Ramp: 6+ cards that add souls or discount gear. Control: 7+ that remove, sweep or stun Pals. Combo: 14+ that search the deck or recur from the graveyard. Aggro: an average cost of 3.9 or less. Anything else is Midrange. It is a heuristic, and it can disagree with what a deck's author calls it.

Length is turns per player, not counting the opponent's. Simulated bots never concede or run out the clock, so a simulated “how it wins” can only split damage from decking. Simulated win rates are against the decks we schedule, which favours well-known decks.