SR Base Sets trade comparison
A comprehensive comparison of trade abilities for various card sets in a trading card game. The spreadsheet includes detailed data on Standard Abilities, Ally Abilities, and Scrap Abilities across different factions. Key columns feature card names, quantities, types, costs, and special abilities, providing insights into gameplay strategies. The 'Trimmed data' tab summarizes trade calculations and ratios, while the 'Diagram' tab visualizes trade curves by card cost. This resource is valuable for players looking to optimize their trading strategies.
Content article
Dozens of cards from the game Star Realms are compared here on trade value, faction, and abilities, highlighting their costs and benefits.
In the "Full data" tab, the Machine Cult cards include the Trade Bot, Missile Bot, and Supply Bot, each with a quantity of three and costs of one, two, and three trade respectively. The Trade Bot allows players to scrap a card in their hand or discard pile, while the Missile Bot has the same ability but at a higher cost. The Supply Bot, also with the scrapping ability, adds a trade value of two. The Battle Station, with two copies, provides a solid defense of three but does not generate trade. The Patrol Mech, with a cost of four, offers three trade and the same scrapping ability, while the Stealth Needle, a unique ship, allows players to copy another ship played that turn.
The Machine Cult's more powerful cards include the Battle Mech, which costs five and provides four defense along with a scrapping ability and a card draw. The Mech World acts as an outpost and counts as an ally for all factions, costing five trade. Other notable cards are the Missile Mech and Junkyard, both providing powerful effects at higher costs. The Brain World, costing eight, allows players to scrap up to two cards from their hand or discard pile, drawing a card for each scrapped.
The Star Empire faction features cards like the Imperial Fighter and Corvette, which cost one and two trade respectively, but lack significant trade generation. The Survey Ship, with a cost of three, forces an opponent to discard a card, while the Imperial Frigate offers similar discard capabilities along with a card draw. The Recycling Station provides an outpost ability to discard up to two cards and draw that many, representing a strategic option for card management. The War World and Royal Redoubt are outposts with solid defense but do not contribute to trade generation.
The Blob faction includes the Blob Fighter and Trade Pod, both costing one and two trade respectively, with the Trade Pod allowing for card draws. The Battle Pod offers a scrapping ability for cards in the trade row, while the Blob Wheel and Ram provide trade generation and additional abilities. The Blob Destroyer and The Hive add strategic depth with their unique abilities, including the ability to destroy bases or draw cards.
The Trade Federation's cards, such as the Federation Shuttle and Cutter, provide moderate trade generation with costs of one and two trade. The Embassy Yacht allows for card draws if two or more bases are in play, while the Trading Post serves as an outpost that can generate trade. The Port Of Call and Flagship offer powerful effects, including base destruction and card draws, while the Central Office allows players to put the next ship acquired on top of their deck.
In the "Trimmed data" tab, the calculated total trade for the Machine Cult is 15, with the total trade per faction showing the Blob faction at 16.5, the Star Empire at 9, and the Trade Federation leading with 35. Each faction's trade-to-cost ratio varies significantly, with the Machine Cult averaging around 0.75, while the Trade Federation shows a lower ratio due to its higher total trade generation.
The "Diagram" tab presents a visual representation of trade generation across factions and sets. The Base set shows the Blob faction generating 16.5 trade, the Machine Cult at 15, and the Star Empire at 9, while the Trade Federation leads with 35. The Colony Wars set shows similar trends, with the Blob at 15 and the Machine Cult at 14. The Frontiers set indicates varying trade generation, with the Blob at 21.5 and the Machine Cult at 12.5, highlighting the differences in card effectiveness across different sets and factions.
This detailed comparison of the various factions and their cards provides insight into strategic options and trade generation within Star Realms, showcasing the strengths and weaknesses of each faction's offerings.