GoboLord
09-09-2010, 10:21 AM
When you ask 24 Merfolk-players to guess what percentage of games (including sideboarding) Merfolk wins against Belcher-combo you’ll get answers ranging from 40%-95%. Why that? Do they play different decks? Probably not. Don’t they know the match-up? I’d say most of them do. This raises the question of who’s estimates are accurate. If some players have difficulties in guessing the match-ups of “their” decks right, how is it possible for players who did never play Merfolk or Belcher-combo to make such estimates? Still it is common sense that the MU in the given example is in favor of Merfolk and most people seem to know that since the average estimate was 68%. In the following article I will explain that it takes more than simply experience to make good estimates about certain match-ups.
This article presents the results of an analysis of certain MUs of the most common legacy decks. I will structure the article as follows:
1. Method (how I collected the data)
2. Results
3. Applying the results
4. Contributions and limitations
Before you start reading: please note that I do not want to offend anyone. Neither do I claim that this article holds the “absolute truth” about legacy. I’m an ambitioned player - just like most you – who favors statistics when it comes down to estimating match-ups. I want to give the reader a more distant view on some topics that are commonly discussed among magic players.
1. Method
In January 2010 I determined 20 decks that “defined legacy and won’t disappear in the curse of the year 2010”. The thought behind that was, that I didn’t want to collect data about decks that will soon disappear. I decided to take the following:
- Dragon Stompy
- Goblins
- Merfolk
- Zoo
- Eva Green
- Aggro Loam
- The Rock
- Threshold
- Team America
- Survival
- Counter-Top Bant
- Dreadstill
- Enchantress
- Lands
- Landstill
- White Staxx
- UBx Stormcombo
- Belcher
- Dredge
- Reanimator
Note that this selection is questionable – I will return to that point in the 4th part of the article.
With the banning of Mystical Tutor Reanimator seemed to vanish, so I cut it out of my analysis. I added Painted Stone and Mono Black.
Collecting data
In the following part I will talk about “games” and “matches”. For me 1 match constist of up to 3 games. Thus, 2-1 is one match with 3 games.
What I wanted to do is measuring the percentages of games (including sidboarded games) that Deck A wins against Deck B. An example of that would be: Merfolk 40% - Goblins 60%. This means that Goblins wins 6 out of 10 games against Merfolk. I chose this design because it is commonly seen on forums and players express their estimates in this “percentage-fashion”.
Therefore I needed pairings and their actual outcomes, e.g. Merfolk 1 – Goblins 2 (means that Goblins win this match 2-1 after 3 games inclusing sideboarded games).
I collected the data through (1) personal observation of other matches I saw on tournaments, (2) recording my own results and (3) analyzing the spreadsheets of 6 Star City Games Open legacy tournaments, published by Jared Sylva. Of course the latter provided me with the largest part of information – thanks for that Jared!
Calculating results
After collecting the data I calculated the percentage as shown in the following example:
Let’s take an easy one: Goblins vs. The Rock
The recorded results: 2-0; 2-1; 2-0; 2-1 and 2-1
This makes a total of 5 matches with 13 games
Goblins wins 10 out of 13 games
The Rock wins 3 out of 13 games
Therefore it’s 10/13= 0,83 --> 83%
The MU is in Goblin’s favor: 83%-17%
By recording and calculating the results in this particular fashion we know how sideboarding changes the results. Another way to calculate the results would be:
Goblins win 5 out of 5 matches. Thus it’s 5/5 = 100%
Result: the MU is in Goblin’s favor: 100%-0%
This calculation does obviously give a wrong expression of the MU and is therefore useless. That’s why I decided to pick up the first one.
2. Results
The results are listed in a cross table (http://www.megaupload.com/?d=ELSMSFDA). The table holds only percentages of MUs with 10 or more recorded matches (thus at least 20 games) – in order to make the results more significant.
For everyone who does not want to download the table, here are the results that I found most striking:
Merfolk: 45% - Goblins: 55%
2-0 XXXXX.XX
2-1 XXXXX.XX
1-1
1-2 XXXXX.XX
0-2 XXXXX.XXXXX.XXX
This means that Merfolks win 45% of the games (including sideboarded games) against Goblins, while Goblins win most of the matches 2-0. I will report the following example in the same fashion only without explanations.
Lands: 40% - Goblins: 60%
2-0 XX
2-1 XX
1-1 XX
1-2 XX
0-2 XXXXX.
UBx Stormcombo: 49% - Goblins: 51%
2-0 XXXXX.
2-1 XXX
1-1
1-2 XXXXX.XXXXX.
0-2 XX
UBx Stormcombo: 29% - Merfolk: 71%
2-0 XXX
2-1 XXXX
1-1
1-2 XXXXX.XXXXX.X
0-2 XXXXX.XXXXX.XXXXX.XXX
Belcher: 38% - Merfolk: 62%
2-0 XXXX
2-1 XX
1-1 X
1-2 XXXXX.XXXXX.XXX
0-2 XXXXX.XXX
Lands: 49% - Zoo: 51%
2-0 XXXXX.
2-1 XXXX
1-1 XXXXX.XX
1-2 XXXXX.XXX
0-2 XXXX
Belcher: 60% - Zoo: 40%
2-0 XXXXX.XXXXX.X
2-1 XXXXX.XXXX
1-1 X
1-2 XXXXX.XXX
0-2 XXX
Mono Black: 83% - Zoo: 17%
2-0 XXXXX.XX
2-1 XX
1-1
1-2 X
0-2
UBx Stormcombo: 43% - CT Bant: 57%
2-0 XXXX
2-1 XX
1-1
1-2 XXXXX.X
0-2 XXXXX.
Belcher: 36% - TES 64%
2-0 X
2-1 XX
1-1
1-2 XXX
0-2 XXXX
Here is what I found striking:
- Goblins and Merfolk seem to be even (45%-55%)
- Goblins are better against lands than against Merfolk (60% vs. 55%)
- Goblins do rather good against UBx Stormcombo (51%-49%)
- Merfolk does worse against Belcher than against TES (62% vs. 71%)
- Lands vs. Zoo ends up 1-1 very often in comparison to others (7x!)
- Zoo does worse against Mono Black than against Belcher (17% vs. 40%)
- UBx Stormcombo does surprisingly good against CT Bant (43%)
- Belcher does bad against UBx Stormcombo
Some additional information (not listed here, look at table)
The best MU (among the ones I reported) for
- …Goblins is CT Bant (63%)
- …Merfolk is UBx Stormcombo (71%)
- …Zoo is Enchantress (70%)
- …Eva Green is Merfolk (52%)
- …Aggro Loam is Zoo (63%)
- …CT Bant is UBx Stormcombo (57%)
- …Lands is Dredge (66%)
- … UBx Stormcombo is Lands (68%)
- …Belcher is Goblins (78%)
- …Dredge is CTBant (58%)
The worst MU (among the one I reported) for
- …Goblins is Belcher (22%)
- …Merfolk is Enchantress (33%)
- … Zoo is Mono Black (17%)
- … Eva Green is Zoo (37%)
- …Aggro Loam is UBx Stormcombo (42%)
- …CT Bant is Goblins (37%)
- …Lands is UBx Stormcombo (32%)
- … UBx Stormcombo is Merfolk (29%)
- …Belcher is UBx Stormcombo (36%)
- …Dredge is Lands (34%)
3. Applying the results
Now that we have this amount of information - what comes next? Of course we might want to learn something from them and maybe even apply them to deck construction, sideboard construction, tournaments preparation, playtesting etc.
Note that this might again be stuff for criticism and again I want to point to the 4th part of this article: Limitations.
Before we start I like to introduce a friend of mine: Mr. Average. Mr. Average has played every MU recorded in my table. Therefore the statistics we are discussing are his personal statistics. Mr. Average is the average player with the average decklist, average playing style and average skill. He will be our guide in the following part.
Let’s look how to apply the results. Since Goblins is the deck I can pilot best, I will give an easy example from Goblins’ perspective that might work for other decks too.
A common opinion (when it comes to sideboard construction) is to not run any combo hate. We like to reason that “the MUs is just too bad and I just make other MU better by putting other cards in my SB”. With a short glimpse to the results the Goblin player notices that at least part of our combo MU, namely TES, is actually not as bad as expected. We now take a look at the table below: It tells us that Goblins win most of the matches 2-1. Since Goblins are likely to lose g1 it seems that percentages rise after sideboarding. A plausible conclusion would be that Goblins have rather effective cards to fight combo in g2 and g3 and that this MU is far away from being “just too bad”. As a result Goblins should consider dedicating some slots in SB to combo hate. Similar thoughts can be applied to sideboard (and MD) construction of other decks.
I am aware of the fact that MU-philosophy is not only about what cards you have in SB. As someone in this forum put it: “It’s not the decks that have good or bad MUs, it’s players that have MUs.”. Or as someone suggested in a survey of mine: “Player can change a big deal of the MUs.”. IMO both are right. sideboarding and deckconstruction have to fit someone’s skill and playing-style. When applying the results to ourselves we should note that they hold information about Mr. Average. To give another example:
The categories of decks I listed are very vast. Goblins can splash the colors W, G and B. Those splashes push the MUs in certain directions. Someone who doesn’t run G has no access to Krosan Grip and is therefore more vulnerable against Moat/Humility.
To determine your distance to Mr. Average" it would be useful to report the outcomes of the games you had on tournaments and while playtesting. This might help to determine what your MUs (not that of your deck) are. E.g. 4 months ago I found it quite hard to beat Merfolk with Goblins. My personal statistics told me that I was far away from winning 55% of the matches (like Mr. Average). So there was obviously a distance between him and me – my MU against Merfolk was bad, not that of my deck.
The results tell us what Mr. Average is and are therefore by no means applyable to your particular decklist, playingstyle and skill. They are worthless without some thoughts of interpretation. Or as a user in this forum puts it:
I suspect the real problem is that "Mr. Average" is pretty good with some decks (like goblins), but not all that good with others (like storm combo). (As anecdotal evidence, my TES vs. Goblins matchup improved dramatically after goldfishing a thousand or so times. It takes a lot of practice to make sure you don't lose to yourself, let alone hate. That's not nearly as much of an issue with goblins, where it's pretty straightforward to win if your opponent screws themself.) I suppose that's not necessarily a problem, though, as long as you understand that you're measuring matchups between all players, rather than particularly skilled players with a given deck.
And that is what we need to do when we want to apply them. Let me tell you something from a psychologists point of view at the end of this part: people tend to overestimate themselves on field they value much. This effect is known as the “above-average-effect”. To proof this effect, researchers interviewed male drivers in hospital after they had a car accident. 80% of those participants (all of them male, still injured though recovering from the crash!) rated themselves as better as the average car driver.
4. Contributions and limitations
As I said right at the beginning: This article does not hold absolute truth about legacy. Neither do I claim that all of my methods are 100% perfect. In this last part I will discuss pros and cons of my analysis.
What does the article contribute?
This article is about averages - nothing more and nothing less. It tells us what the MU of certain decks are like according to average decklists, playingstyles and skills. This article reveals some rather surprising results that are far away from actual estimations that players give. This might help to reduce wrong impressions and ratings when discussing strategies against certain decks. It is designed to push thoughts about playtesting, tournaments, deck- and sideboard construction away from subjective opinions and to give a more distant view on MUs in general.
What are limitations of the article?
As I said throughout the article, there are two questionable points that I want to discuss.
First of all: the categorization of decks. I doubt that people will be happy with such vast categories “Survival”, “Landstill” and “UBx Stormcombo”. While the concept of Belcher is very clear cut the decks named before can be very different in decklist. Nevertheless are there reasons for this categorization. It is quite hard to find enough data about decks like Survival when I was to split them up into their subtypes – still I wanted to tell something about them. I grouped them together because their function and win condition is very similar: A green-based deck that is able to create card advantage and to find flexible answers via Survival of the Fittest. The same is true for Landstill and UBx Stormcombo. All Landstill decks function in that way that they create card advantage via Standstill, have a slow win condition and are blue and control-based. All TES/ANT/DDANT are combo decks that share many mana producing cards, the storm mechanic, tutor and cantrips and are lethal in virtually turn 2-3. I know that experts on those deck will disagree with me, but this categorization does not mean that those decks are the same – the categorization is therefore functional. Experts on those decks will know how to interpret the results for their particular deck: e.g. Survival Bant is better off against combo than Survival feat. Recurring Nightmare. Once again: Results tell nothing without some thought of interpretation.
Second, the application of the results. You might say that the results are not very helpful because they contain data of the most lousy losers as well as those of tournament winners and that they therefore can’t be applied to anyone. When looking at the Merfolk (45%) – Goblin (55%) MU you might come up with explanations as “you just recorded too many lousy Goblin players, this MU must be better”. Maybe you are right, maybe you aren’t. There is always some randomness in statistics. The more games I record the less likely it is that the result is touched by randomness. To ensure at least a little significance I only reported MU from which I have 10 or more records (thus at least 20 matches). One should also take note of what I wrote at the end of part 3: Results tell nothing without some thought of interpretation.
Thank you for reading my article.
I would like to hear any helpful comment.
If you have any questions please feel free to ask, I will try to answer them.
This article presents the results of an analysis of certain MUs of the most common legacy decks. I will structure the article as follows:
1. Method (how I collected the data)
2. Results
3. Applying the results
4. Contributions and limitations
Before you start reading: please note that I do not want to offend anyone. Neither do I claim that this article holds the “absolute truth” about legacy. I’m an ambitioned player - just like most you – who favors statistics when it comes down to estimating match-ups. I want to give the reader a more distant view on some topics that are commonly discussed among magic players.
1. Method
In January 2010 I determined 20 decks that “defined legacy and won’t disappear in the curse of the year 2010”. The thought behind that was, that I didn’t want to collect data about decks that will soon disappear. I decided to take the following:
- Dragon Stompy
- Goblins
- Merfolk
- Zoo
- Eva Green
- Aggro Loam
- The Rock
- Threshold
- Team America
- Survival
- Counter-Top Bant
- Dreadstill
- Enchantress
- Lands
- Landstill
- White Staxx
- UBx Stormcombo
- Belcher
- Dredge
- Reanimator
Note that this selection is questionable – I will return to that point in the 4th part of the article.
With the banning of Mystical Tutor Reanimator seemed to vanish, so I cut it out of my analysis. I added Painted Stone and Mono Black.
Collecting data
In the following part I will talk about “games” and “matches”. For me 1 match constist of up to 3 games. Thus, 2-1 is one match with 3 games.
What I wanted to do is measuring the percentages of games (including sidboarded games) that Deck A wins against Deck B. An example of that would be: Merfolk 40% - Goblins 60%. This means that Goblins wins 6 out of 10 games against Merfolk. I chose this design because it is commonly seen on forums and players express their estimates in this “percentage-fashion”.
Therefore I needed pairings and their actual outcomes, e.g. Merfolk 1 – Goblins 2 (means that Goblins win this match 2-1 after 3 games inclusing sideboarded games).
I collected the data through (1) personal observation of other matches I saw on tournaments, (2) recording my own results and (3) analyzing the spreadsheets of 6 Star City Games Open legacy tournaments, published by Jared Sylva. Of course the latter provided me with the largest part of information – thanks for that Jared!
Calculating results
After collecting the data I calculated the percentage as shown in the following example:
Let’s take an easy one: Goblins vs. The Rock
The recorded results: 2-0; 2-1; 2-0; 2-1 and 2-1
This makes a total of 5 matches with 13 games
Goblins wins 10 out of 13 games
The Rock wins 3 out of 13 games
Therefore it’s 10/13= 0,83 --> 83%
The MU is in Goblin’s favor: 83%-17%
By recording and calculating the results in this particular fashion we know how sideboarding changes the results. Another way to calculate the results would be:
Goblins win 5 out of 5 matches. Thus it’s 5/5 = 100%
Result: the MU is in Goblin’s favor: 100%-0%
This calculation does obviously give a wrong expression of the MU and is therefore useless. That’s why I decided to pick up the first one.
2. Results
The results are listed in a cross table (http://www.megaupload.com/?d=ELSMSFDA). The table holds only percentages of MUs with 10 or more recorded matches (thus at least 20 games) – in order to make the results more significant.
For everyone who does not want to download the table, here are the results that I found most striking:
Merfolk: 45% - Goblins: 55%
2-0 XXXXX.XX
2-1 XXXXX.XX
1-1
1-2 XXXXX.XX
0-2 XXXXX.XXXXX.XXX
This means that Merfolks win 45% of the games (including sideboarded games) against Goblins, while Goblins win most of the matches 2-0. I will report the following example in the same fashion only without explanations.
Lands: 40% - Goblins: 60%
2-0 XX
2-1 XX
1-1 XX
1-2 XX
0-2 XXXXX.
UBx Stormcombo: 49% - Goblins: 51%
2-0 XXXXX.
2-1 XXX
1-1
1-2 XXXXX.XXXXX.
0-2 XX
UBx Stormcombo: 29% - Merfolk: 71%
2-0 XXX
2-1 XXXX
1-1
1-2 XXXXX.XXXXX.X
0-2 XXXXX.XXXXX.XXXXX.XXX
Belcher: 38% - Merfolk: 62%
2-0 XXXX
2-1 XX
1-1 X
1-2 XXXXX.XXXXX.XXX
0-2 XXXXX.XXX
Lands: 49% - Zoo: 51%
2-0 XXXXX.
2-1 XXXX
1-1 XXXXX.XX
1-2 XXXXX.XXX
0-2 XXXX
Belcher: 60% - Zoo: 40%
2-0 XXXXX.XXXXX.X
2-1 XXXXX.XXXX
1-1 X
1-2 XXXXX.XXX
0-2 XXX
Mono Black: 83% - Zoo: 17%
2-0 XXXXX.XX
2-1 XX
1-1
1-2 X
0-2
UBx Stormcombo: 43% - CT Bant: 57%
2-0 XXXX
2-1 XX
1-1
1-2 XXXXX.X
0-2 XXXXX.
Belcher: 36% - TES 64%
2-0 X
2-1 XX
1-1
1-2 XXX
0-2 XXXX
Here is what I found striking:
- Goblins and Merfolk seem to be even (45%-55%)
- Goblins are better against lands than against Merfolk (60% vs. 55%)
- Goblins do rather good against UBx Stormcombo (51%-49%)
- Merfolk does worse against Belcher than against TES (62% vs. 71%)
- Lands vs. Zoo ends up 1-1 very often in comparison to others (7x!)
- Zoo does worse against Mono Black than against Belcher (17% vs. 40%)
- UBx Stormcombo does surprisingly good against CT Bant (43%)
- Belcher does bad against UBx Stormcombo
Some additional information (not listed here, look at table)
The best MU (among the ones I reported) for
- …Goblins is CT Bant (63%)
- …Merfolk is UBx Stormcombo (71%)
- …Zoo is Enchantress (70%)
- …Eva Green is Merfolk (52%)
- …Aggro Loam is Zoo (63%)
- …CT Bant is UBx Stormcombo (57%)
- …Lands is Dredge (66%)
- … UBx Stormcombo is Lands (68%)
- …Belcher is Goblins (78%)
- …Dredge is CTBant (58%)
The worst MU (among the one I reported) for
- …Goblins is Belcher (22%)
- …Merfolk is Enchantress (33%)
- … Zoo is Mono Black (17%)
- … Eva Green is Zoo (37%)
- …Aggro Loam is UBx Stormcombo (42%)
- …CT Bant is Goblins (37%)
- …Lands is UBx Stormcombo (32%)
- … UBx Stormcombo is Merfolk (29%)
- …Belcher is UBx Stormcombo (36%)
- …Dredge is Lands (34%)
3. Applying the results
Now that we have this amount of information - what comes next? Of course we might want to learn something from them and maybe even apply them to deck construction, sideboard construction, tournaments preparation, playtesting etc.
Note that this might again be stuff for criticism and again I want to point to the 4th part of this article: Limitations.
Before we start I like to introduce a friend of mine: Mr. Average. Mr. Average has played every MU recorded in my table. Therefore the statistics we are discussing are his personal statistics. Mr. Average is the average player with the average decklist, average playing style and average skill. He will be our guide in the following part.
Let’s look how to apply the results. Since Goblins is the deck I can pilot best, I will give an easy example from Goblins’ perspective that might work for other decks too.
A common opinion (when it comes to sideboard construction) is to not run any combo hate. We like to reason that “the MUs is just too bad and I just make other MU better by putting other cards in my SB”. With a short glimpse to the results the Goblin player notices that at least part of our combo MU, namely TES, is actually not as bad as expected. We now take a look at the table below: It tells us that Goblins win most of the matches 2-1. Since Goblins are likely to lose g1 it seems that percentages rise after sideboarding. A plausible conclusion would be that Goblins have rather effective cards to fight combo in g2 and g3 and that this MU is far away from being “just too bad”. As a result Goblins should consider dedicating some slots in SB to combo hate. Similar thoughts can be applied to sideboard (and MD) construction of other decks.
I am aware of the fact that MU-philosophy is not only about what cards you have in SB. As someone in this forum put it: “It’s not the decks that have good or bad MUs, it’s players that have MUs.”. Or as someone suggested in a survey of mine: “Player can change a big deal of the MUs.”. IMO both are right. sideboarding and deckconstruction have to fit someone’s skill and playing-style. When applying the results to ourselves we should note that they hold information about Mr. Average. To give another example:
The categories of decks I listed are very vast. Goblins can splash the colors W, G and B. Those splashes push the MUs in certain directions. Someone who doesn’t run G has no access to Krosan Grip and is therefore more vulnerable against Moat/Humility.
To determine your distance to Mr. Average" it would be useful to report the outcomes of the games you had on tournaments and while playtesting. This might help to determine what your MUs (not that of your deck) are. E.g. 4 months ago I found it quite hard to beat Merfolk with Goblins. My personal statistics told me that I was far away from winning 55% of the matches (like Mr. Average). So there was obviously a distance between him and me – my MU against Merfolk was bad, not that of my deck.
The results tell us what Mr. Average is and are therefore by no means applyable to your particular decklist, playingstyle and skill. They are worthless without some thoughts of interpretation. Or as a user in this forum puts it:
I suspect the real problem is that "Mr. Average" is pretty good with some decks (like goblins), but not all that good with others (like storm combo). (As anecdotal evidence, my TES vs. Goblins matchup improved dramatically after goldfishing a thousand or so times. It takes a lot of practice to make sure you don't lose to yourself, let alone hate. That's not nearly as much of an issue with goblins, where it's pretty straightforward to win if your opponent screws themself.) I suppose that's not necessarily a problem, though, as long as you understand that you're measuring matchups between all players, rather than particularly skilled players with a given deck.
And that is what we need to do when we want to apply them. Let me tell you something from a psychologists point of view at the end of this part: people tend to overestimate themselves on field they value much. This effect is known as the “above-average-effect”. To proof this effect, researchers interviewed male drivers in hospital after they had a car accident. 80% of those participants (all of them male, still injured though recovering from the crash!) rated themselves as better as the average car driver.
4. Contributions and limitations
As I said right at the beginning: This article does not hold absolute truth about legacy. Neither do I claim that all of my methods are 100% perfect. In this last part I will discuss pros and cons of my analysis.
What does the article contribute?
This article is about averages - nothing more and nothing less. It tells us what the MU of certain decks are like according to average decklists, playingstyles and skills. This article reveals some rather surprising results that are far away from actual estimations that players give. This might help to reduce wrong impressions and ratings when discussing strategies against certain decks. It is designed to push thoughts about playtesting, tournaments, deck- and sideboard construction away from subjective opinions and to give a more distant view on MUs in general.
What are limitations of the article?
As I said throughout the article, there are two questionable points that I want to discuss.
First of all: the categorization of decks. I doubt that people will be happy with such vast categories “Survival”, “Landstill” and “UBx Stormcombo”. While the concept of Belcher is very clear cut the decks named before can be very different in decklist. Nevertheless are there reasons for this categorization. It is quite hard to find enough data about decks like Survival when I was to split them up into their subtypes – still I wanted to tell something about them. I grouped them together because their function and win condition is very similar: A green-based deck that is able to create card advantage and to find flexible answers via Survival of the Fittest. The same is true for Landstill and UBx Stormcombo. All Landstill decks function in that way that they create card advantage via Standstill, have a slow win condition and are blue and control-based. All TES/ANT/DDANT are combo decks that share many mana producing cards, the storm mechanic, tutor and cantrips and are lethal in virtually turn 2-3. I know that experts on those deck will disagree with me, but this categorization does not mean that those decks are the same – the categorization is therefore functional. Experts on those decks will know how to interpret the results for their particular deck: e.g. Survival Bant is better off against combo than Survival feat. Recurring Nightmare. Once again: Results tell nothing without some thought of interpretation.
Second, the application of the results. You might say that the results are not very helpful because they contain data of the most lousy losers as well as those of tournament winners and that they therefore can’t be applied to anyone. When looking at the Merfolk (45%) – Goblin (55%) MU you might come up with explanations as “you just recorded too many lousy Goblin players, this MU must be better”. Maybe you are right, maybe you aren’t. There is always some randomness in statistics. The more games I record the less likely it is that the result is touched by randomness. To ensure at least a little significance I only reported MU from which I have 10 or more records (thus at least 20 matches). One should also take note of what I wrote at the end of part 3: Results tell nothing without some thought of interpretation.
Thank you for reading my article.
I would like to hear any helpful comment.
If you have any questions please feel free to ask, I will try to answer them.