The Quake Collection — balance dashboard

Six custom Commander decks, validated by Monte Carlo simulation, real-precon calibration, Oracle templating lint, wiki theme audit and instrumented playtests. Sim run 2026-08-24 · dashboard generated 2026-08-27.

Simulated games
100,005
0 engine errors · 1329 draws
Win-rate spread
10.7 pts
30.1% top · 19.4% bottom · baseline 25%
Precon band
3 of 6
in the 20–35% band · none above it
Cards fully modelled
483/494
11 sentences skipped
Table games logged
0
quake/balance/playtests/ · auto-ingested

Deck win rates — 100,005 simulated games

Dot = win rate, whisker = 95% CI. The hairline is the 25% four-player baseline; distance from it is the signal, not the absolute number.

Ranger's RunQDD · Ranger, Slayer of Shub-Niggurath
30.1%
Bitterman's WarQAO · Bitterman, Lone Marine
26.2%
Rhino SquadQST · Matthew Kane, Reactivated
25.3%
Hold The LineETQ · GDF Field Commander
23.8%
The Final TierQAE · Xaero, Undefeated
23.3%
Arena EternalQCH · The Vadrigar, Arena Masters
19.4%
15%20%25%30%baseline
Table view
DeckWin rate95% CIWins/gamesAvg win roundAvg elim round
Ranger's Run30.1%29.8–30.420,075/66,67013.611.0
Bitterman's War26.2%25.8–26.517,452/66,67013.411.2
Rhino Squad25.3%25.0–25.716,880/66,67012.911.2
Hold The Line23.8%23.4–24.115,843/66,67013.311.7
The Final Tier23.3%22.9–23.615,513/66,67014.010.8
Arena Eternal19.4%19.1–19.712,913/66,67013.410.9

Balance pass, before → after

The nerf/buff round that followed the first sim run. Spread tightened from 32.4–16.9 to 30.1–19.4.

beforeafter
Ranger's Run
30.1%
Bitterman's War
26.2%
Rhino Squad
25.3%
Hold The Line
23.8%
The Final Tier
23.3%
Arena Eternal
19.4%
15%20%25%30%
Table view
DeckBeforeAfterChange
Ranger's Run32.4%30.1%-2.3
Bitterman's War30.0%26.2%-3.8
Rhino Squad24.1%25.3%+1.2
Hold The Line22.0%23.8%+1.7
The Final Tier22.8%23.3%+0.5
Arena Eternal16.9%19.4%+2.5

The bounded stack, before → after

Same decks, upgraded engine: players now hold reactive instants and cast them in response — removal on a big attacker or a scary suit-up, prevention when lethal comes in. Reactive cards the old engine called dead finally do their job.

sorcery-speed enginewith responses
Ranger's Run
30.1%
Bitterman's War
26.2%
Rhino Squad
25.3%
Hold The Line
23.8%
The Final Tier
23.3%
Arena Eternal
19.4%
15%20%25%30%
Table view
DeckBeforeAfterChange
Ranger's Run30.2%30.1%-0.1
Bitterman's War26.2%26.2%+0.0
Rhino Squad25.4%25.3%-0.0
Hold The Line23.7%23.8%+0.1
The Final Tier23.3%23.3%-0.0
Arena Eternal19.3%19.4%+0.0

Precon calibration — the absolute reference

Each deck 1-vs-3 against real WotC precons. Shaded band = the 20–35% bracket-2 target. No deck sits above it — the library errs weak, never strong.

Ranger's Run
26.9%
Bitterman's War
23.5%
Hold The Line
20.9%
Rhino Squad
18.3%
The Final Tier
15.8%
Arena Eternal
13.2%
0%10%20%30%40%
Ranger's Run✓ in band
Bitterman's War✓ in band
Hold The Line✓ in band
Rhino Squad▾ below band
The Final Tier▾ below band
Arena Eternal▾ below band

Precon self-consistency (expect ≈25% each): Fae Dominion 18.0% · Spirit Squadron 29.7% · Land's Wrath 27.2% · Masters of Evil 27.6%. Parser coverage of the precons: Fae Dominion 97% cards / 99% sentences, Spirit Squadron 77% cards / 89% sentences, Land's Wrath 66% cards / 82% sentences, Masters of Evil 64% cards / 84% sentences. — misses weaken the precons, so custom rates are, if anything, overestimates.

Table view
DeckWin rateGamesVerdict
Ranger's Run26.9%1,999in band
Bitterman's War23.5%1,997in band
Hold The Line20.9%1,998in band
Rhino Squad18.3%1,998below band - weaker than precon level
The Final Tier15.8%1,996below band - weaker than precon level
Arena Eternal13.2%1,997below band - weaker than precon level

Robustness — three AI temperaments

The same pods replayed with cautious, standard and aggressive players. The strongest and weakest decks stay the same everywhere — the rankings are findings, not artifacts of one heuristic.

cautiousstandardaggressive
Ranger's Run
Bitterman's War
Rhino Squad
Hold The Line
The Final Tier
Arena Eternal
15%20%25%30%
Table view
Deckcautiousstandardaggressive
Ranger's Run28.5%30.6%31.5%
Bitterman's War26.6%26.9%27.3%
Rhino Squad26.9%25.3%23.2%
Hold The Line20.5%25.1%25.2%
The Final Tier23.3%22.4%23.3%
Arena Eternal19.8%18.1%18.1%

Politics — grudges, pile-ons and diplomacy

The same pods with politically-motivated targeting: grudgeful players retaliate, archenemy tables converge on a runaway board, diplomats do both and spare harmless opponents. The tick is the apolitical baseline.

standardgrudgefularchenemydiplomat
Ranger's Run
Bitterman's War
Rhino Squad
Hold The Line
The Final Tier
Arena Eternal
15%20%25%30%35%40%
Table view
Deckstandardgrudgefularchenemydiplomat
Ranger's Run30.6%31.6%40.3%42.4%
Bitterman's War26.9%27.2%24.9%24.6%
Rhino Squad25.3%23.9%17.3%16.9%
Hold The Line25.1%24.2%22.1%20.6%
The Final Tier22.4%23.0%24.4%24.5%
Arena Eternal18.1%18.2%17.1%16.2%

Goldfish clock — uncontested kill turn

Each deck solo against a do-nothing 40-life opponent. Shaded band = the ~8–11 bracket-2 window. Everyone is inside it: Arena Eternal's weakness is surviving interaction, not speed.

Rhino Squad
8.7
Hold The Line
8.7
Arena Eternal
8.9
Bitterman's War
9.3
The Final Tier
9.5
Ranger's Run
10.2
04812
Table view
DeckAvg kill turnMedian
Rhino Squad8.78
Hold The Line8.78
Arena Eternal8.98
Bitterman's War9.39
The Final Tier9.59
Ranger's Run10.210

200 games per deck.

Commander castable by turn 5

Pure draw simulation, no AI. Ranger's Run is the outlier — a five-pip commander over a basics-heavy base — which is why its games feel bimodal at the table: colour-screwed, or the commander connecting.

Arena Eternal
77%
Rhino Squad
72%
Bitterman's War
72%
Hold The Line
69%
The Final Tier
54%
Ranger's Run
29%
0%25%50%75%100%
Table view
DeckBy turn 5Avg castable turnScrew rate
Arena Eternal77%4.66.4%
Rhino Squad72%4.94.9%
Bitterman's War72%4.65.0%
Hold The Line69%5.16.4%
The Final Tier54%6.25.5%
Ranger's Run29%7.46.4%

How games end

Each deck's wins split by the blow that ended the game. Commander damage matters most for the voltron decks; "pings & abilities" is the library's turret-heavy signature.

combat damagecommander damagepings & abilitiesalternate win
Ranger's Run
48%30%22%
Bitterman's War
76%16%
Rhino Squad
89%
Hold The Line
89%
The Final Tier
77%16%
Arena Eternal
87%
Table view
Deckcombat damagecommander damagepings & abilitiesalternate win
Ranger's Run47.6%29.9%22.4%0.1%
Bitterman's War75.6%8.6%15.8%0.0%
Rhino Squad89.3%2.7%8.0%0.0%
Hold The Line89.1%1.5%9.3%0.0%
The Final Tier77.1%6.7%16.2%0.0%
Arena Eternal87.2%5.3%7.5%0.0%

Matchups — win rate when facing each opponent

Row deck's win rate in games where the column deck was at the table. Blue = better than its overall rate, red = worse. Each pairing covers 40,002 games.

Ranger
Bitterman
Rhino
Hold
Final
Arena
Ranger
29.9
30.5
30.1
29.2
30.8
Bitterman
26.3
26.5
25.6
26.4
26.1
Rhino
23.7
24.9
25.4
25.6
27.1
Hold
22.9
23.5
23.8
24.6
24.1
Final
22.7
23.1
22.6
23.9
24.0
Arena
18.7
19.3
19.2
19.6
20.0
Table view
Deck ↓ vs →RangerBittermanRhinoHoldFinalArena
Ranger's Run29.9%30.5%30.1%29.2%30.8%
Bitterman's War26.3%26.5%25.6%26.4%26.1%
Rhino Squad23.7%24.9%25.4%25.6%27.1%
Hold The Line22.9%23.5%23.8%24.6%24.1%
The Final Tier22.7%23.1%22.6%23.9%24.0%
Arena Eternal18.7%19.3%19.2%19.6%20.0%

Turn order — who wins from each seat

Share of decided games won by each seat position, hairline at the fair 25%. Going first is a real disadvantage in this engine (no draw on the first turn) — worth remembering when reading table results.

Seat 1 (first)
20.8%
Seat 2
26.0%
Seat 3
26.4%
Seat 4 (last)
26.8%
0%10%20%30%
Table view
SeatWinsShare
Seat 1 (first)20,51320.8%
Seat 225,64826.0%
Seat 326,02726.4%
Seat 4 (last)26,48826.8%

Card impact — biggest movers per deck

Δwin = win rate when the card is seen in the first six rounds minus when it isn't (the six-round window removes the long-games-draw-more-cards bias). Top three pull the deck up, bottom three drag it down. Shared ±26-point scale. Full tables: quake/balance/report.md.

pulls updrags down

Ranger's Run

Ranger, Slayer of Shub-Niggurath+22.6
Rune of Black Magic+11.5
Rune of Elder Magic+7.8
Phantom Swordsman-4.1
Zombie-4.3
Scrag-4.4

Bitterman's War

Black Widow Guardian+15.1
Force Field+13.8
Tank Commander+9.4
Quad Damage-5.1
Invulnerability-5.2
Medic-5.4

Rhino Squad

Voss, Strogg Commander+14.0
Matthew Kane, Reactivated+6.1
Makron+5.8
Strogg Gateway-3.1
Orbital Dispersal-3.3
Bidwell, Squad Technician-4.3

Hold The Line

Mobile Command Post+17.4
Cyclops Heavy Walker+9.7
Desecrator Hovertank+6.8
GDF Engineer-4.8
Orbital Strike-5.2
GDF Field Ops-5.8

The Final Tier

Major, Squad Leader+12.9
Hunter, Lord of Battle+11.2
Cadaver, Rotting Contender+8.3
Kamikaze-4.3
Orbb, All-Seeing-4.4
Respawn Protocol-6.5

Arena Eternal

Volkerh, the Green Rot+25.5
The Vadrigar, Arena Masters+7.0
The Lurching King+4.6
Super Nailgun-2.9
Ghost Walk-3.0
Super Shotgun-3.4
Table view
DeckCardΔwin (pts)
Ranger's RunRanger, Slayer of Shub-Niggurath+22.6
Ranger's RunRune of Black Magic+11.5
Ranger's RunRune of Elder Magic+7.8
Ranger's RunPhantom Swordsman-4.1
Ranger's RunZombie-4.3
Ranger's RunScrag-4.4
Bitterman's WarBlack Widow Guardian+15.1
Bitterman's WarForce Field+13.8
Bitterman's WarTank Commander+9.4
Bitterman's WarQuad Damage-5.1
Bitterman's WarInvulnerability-5.2
Bitterman's WarMedic-5.4
Rhino SquadVoss, Strogg Commander+14.0
Rhino SquadMatthew Kane, Reactivated+6.1
Rhino SquadMakron+5.8
Rhino SquadStrogg Gateway-3.1
Rhino SquadOrbital Dispersal-3.3
Rhino SquadBidwell, Squad Technician-4.3
Hold The LineMobile Command Post+17.4
Hold The LineCyclops Heavy Walker+9.7
Hold The LineDesecrator Hovertank+6.8
Hold The LineGDF Engineer-4.8
Hold The LineOrbital Strike-5.2
Hold The LineGDF Field Ops-5.8
The Final TierMajor, Squad Leader+12.9
The Final TierHunter, Lord of Battle+11.2
The Final TierCadaver, Rotting Contender+8.3
The Final TierKamikaze-4.3
The Final TierOrbb, All-Seeing-4.4
The Final TierRespawn Protocol-6.5
Arena EternalVolkerh, the Green Rot+25.5
Arena EternalThe Vadrigar, Arena Masters+7.0
Arena EternalThe Lurching King+4.6
Arena EternalSuper Nailgun-2.9
Arena EternalGhost Walk-3.0
Arena EternalSuper Shotgun-3.4

Discovered synergies — card pairs the sim found

Lift = a pair's actual win rate minus what the two cards' solo effects predict. Positive pairs are the deck's real engines; negative pairs fight each other for the same games. Top three and bottom two per deck, pairs seen together in 300+ games.

stronger togetherweaker together

Ranger's Run

Power Shield + Ranger, Slayer of Shub-Niggurath+9.2
Box of Nails + Thunderbolt+4.4
Armagon + Ranger, Slayer of Shub-Niggurath+4.0
Box of Cells + Box of Rockets-4.0
Power Shield + Shub-Niggurath-5.4

Bitterman's War

Shells + Tank Commander+3.6
Jorg, the Makron's Mech + Shells+3.5
Technician + Trap+3.3
Black Widow Guardian + Jorg, the Makron's Mech-5.1
Commander's Head + Force Field-5.2

Rhino Squad

Shell Box + Strogg Gladiator+3.7
Makron + Shell Box+3.4
Slug Pack + Stroyent Tank+3.3
Heavy Hover Tank + Strogg Convoy-3.6
Stroyent Tank + Voss, Strogg Commander-3.6

Hold The Line

Engineering Tools + Rocket Artillery+3.3
Orbital Strike + Strogg Anti-Vehicle Turret+3.1
Forward Repair Post + Hammer Launcher+3.1
Cyclops Heavy Walker + Mobile Command Post-4.5
Hammer Launcher + Rail Howitzer-6.1

The Final Tier

Phobos, Fear of Mars + Uriel, Fallen Judge+4.4
Armor Shard + Capture the Flag+3.4
Major, Squad Leader + Xaero, Undefeated+3.3
Kill Feed + Major, Squad Leader-4.3
Hunter, Lord of Battle + Major, Squad Leader-5.0

Arena Eternal

The Vadrigar, Arena Masters + Volkerh, the Green Rot+5.9
Cemetery Gates + Rune Challenge+3.0
Ghost Walk + Visor, Aggressive Vengeance+2.8
Gug of the Lockbox + Volkerh, the Green Rot-6.0
The Final Arena + Volkerh, the Green Rot-6.5

Notable games

Outliers from the full run — the fastest kills, the biggest comebacks, and the longest grinds, with what the winner saw early.

Ranger's Run — won on round 5 — fastest kill recorded (altwin; early: Axe, Box of Cells, Box of Rockets, Fiend, Lava Nails, Level Complete)
Ranger's Run — won on round 5 — fastest kill recorded (altwin; early: Box of Shells, Gremlin, Noclip, Ranger, Slayer of Shub-Niggurath, Rune of Black Magic, Rune of Earth Magic)
The Final Tier — won on round 6 — fastest kill recorded (noncombat; early: Apocalypse Void, Gauntlet, Hunter, Lord of Battle, Killing Spree, Sarge, Drill Instructor, Slash, Sparking Skater)
Arena Eternal — won from 1 life (combat; early: Returned to the Arena, Strogg & Peeker, The Vadrigar, Arena Masters, Visor, Aggressive Vengeance, Volkerh, the Green Rot)
Bitterman's War — won from 1 life (combat; early: Bitterman, Lone Marine, Commander's Head, Data Spinner, Hyperblaster, Hyperblaster Guard, Icarus)
Hold The Line — won from 1 life (combat; early: Anansi Helicopter, Base Defense Kit, Cyclops Heavy Walker, Fireteam, Mobile Command Post, Objective: Volcano)
Rhino Squad — ground it out to round 22 (combat; early: Harvester, Matthew Kane, Reactivated, Orbital Dispersal, Shotgun, Tetranode Override, Waste Disposal)
Hold The Line — ground it out to round 22 (combat; early: Anti-Personnel Turret, Dark Matter Strike, GDF Field Ops, GDF Medic, Orbital Strike, Rail Howitzer)

Theme audit — wiki HP vs card stats

Spearman rank correlation between each creature's in-game hit points and its card power+toughness. Hairline = the ρ ≥ 0.7 gate. quake3, quakewars and champions have no HP bestiary to rank against (arena roster / multiplayer sets), so the audit covers the three campaign sets.

Quake II (QAO)
0.89
Quake 4 (QST)
0.86
Quake (QDD)
0.73
0.000.250.500.751.00
Table view
SetSpearman ρCreatures matched
Quake II (QAO)0.8927
Quake 4 (QST)0.8614
Quake (QDD)0.7322

Wording & feel checks

Oracle templating lint + EDHREC salt cross-reference.

Templating. 10 of 898 rules sentences have no close printed-Oracle analog — all reviewed as intentional custom-mechanic composites; two genuine wording misses were fixed.

The 10 accepted flags
  • Joker, Reckoning Marine (quake2, 0.50)
    “Whenever ~ attacks, Equipment attached to it gain "Equipped creature has menace" until end of turn.”
  • Big Gun Barrage (quake2, 0.55)
    “If no creature with flying was dealt damage this way, it deals 3 damage to any target instead.”
  • Commander's Head (quake2, 0.60)
    “{3}, {T}, Sacrifice ~: Gain control of target artifact creature.”
  • Harvester (quake3, 0.52)
    “{2}, {T}, Remove three skull counters from ~: Create a 2/2 black Skeleton Warrior creature token with haste.”
  • Capture the Flag (quake3, 0.57)
    “At the beginning of your end step, if there are three or more flag counters on ~, remove them and draw two cards.”
  • Nailgun (quake3, 0.61)
    “Equipped creature gets +1/+1 and has "{T}: ~ deals 1 damage to each of up to two target creatures."”
  • Recon (quake4, 0.58)
    “If a creature died this turn, draw two cards instead.”
  • The Lurching King (champions, 0.54)
    “Whenever ~ attacks, defending player sacrifices a creature unless they discard a card.”
  • Tri-Bolt (champions, 0.57)
    “Whenever equipped creature attacks, it deals 2 damage divided as you choose among one or two target creatures defending player controls.”
  • Ghost Walk (champions, 0.57)
    “Target creature you control phases out.”
Salt watch. Pentagram of Protection and both Invulnerabilities are analogs of Teferi's Protection, a top-of-salt-list card on EDHREC. They are the likeliest source of 'balance' complaints being about feel rather than power. Kept deliberately — they are iconic Quake powerups — but they are the first cards to revisit if the table keeps grumbling. Re-check any time with python common/sim/run.py --salt

Table results vs simulation

Human playtests, side by side with the sim's expectation. Nothing logged yet — this panel fills itself in as games are recorded.

0 games logged. To record a game:

  1. Copy quake/balance/playtests/TEMPLATE.md to a new file (one per game) and fill in winner, ending round, MVP and dead cards.
  2. Follow quake/balance/playtests/SCHEDULE.md so table time covers all 15 pod combinations.
  3. Run python common/sim/run.py --ingest-playtests, then python common/sim/balance_dashboard.py --collection quake — the comparison table appears here.

For Arena Eternal A/B nights, QCH-ARENA-ETERNAL-V1 in TTS Saved Objects is the pre-balance version.