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HexMeta (beta) is live!

We are happy to announce our newest ongoing project, HexMeta. Thanks to the hard work of Dragonborn member (and new FiveShards member) Veetor, compiles the daily data from scheduled constructed tournaments and gauntlet to makes it available in one easy-to-use place.

This project is in a very early stage, but our current features include:

  • Every decklist that 4-0s or 3-1s in Scheduled Constructed tournaments.
  • Every decklist that achieves a 5-x in Constructed Gauntlet.
  • Searchable lists by player name, wins, champion used, tournament type, date, and thresholds used.
  • Overview data that contains current deck trends for the last week.

Naturally, this project is in the very early stages of development as the data just recently became publicly available; however, Veetor has several features planned as he continues to develop the site, including:

  • Hexprice/Auction House integration.
  • Player tracking and performance rankings
  • Showing gem sockets for cards
  • Deck analysis: curve of the deck, chances to hit threshold by turn 1/2/3/4/5
  • Clicking on pie chart graph to drill down into data
  • Direct links to searches (for bookmarking a search)
  • Aggregate build of an archetype (average deck)
  • Correlation between cards in decks
  • Search for decks that use a specific card
  • Support for community tournament deck analysis
  • More charts and more pie, maybe in combination
  • Other things we dare not mention yet!


If you have any ideas or features you would like to see in action on, leave a comment here and we will see what we can do.

Michael Allen is a competitive HexTCG player, co-host of the 2 Turns Ahead podcast, and founder and moderator of the Hex Subreddit.

6 Comments on HexMeta (beta) is live!

  1. I’m totally loving this idea but there’s one little thing that makes me still go to decklists over this – it’s the page formatting. See, on a complete decklist even a long one, even with many gemmed cards fits easily in one screen (a typical 1080p web browser with no extra bars narrowing the view). But viewing a single decklist on your site requires A LOT of scrolling. Very annoying. Something is seriously wrong.

    For example an normal decklist: – two tables and both require scrolling to see all contents, maindeck is basically halved :/

  2. I m very curious.
    Have you guys considered and reflected upon the long term impacts of such an easy to access database? Mostly in terms of metagame, competition, etc.

    At least intuitively some risks outweigh the benefits for me, but I ll have to
    take some time off to think this through before I judge anything.

    • Since you are leaving the risk vague, I do not really have much to respond to here, so I will state the simple utility calculation for us:

      HexEnt releases the data, not us. As such, the data exists and is already out there. Our decision to make a site devoted to it is our way to democratize the data and put everyone on an even playing field. If we chose not to do this, then a few teams, including my team and Veetor’s team, would have the data privately and use that our advantage over other players that do not have access to such resources.

      If you think having transparent deck data is a bad thing, then you can talk to hexent about that as it was not our choice to release the information; however, I certainly would disagree with you there as well. Transparency enables players without teams to make better sense of the meta while also allow deck-builders to innovate based on what they see others play. Opaque systems stifle innovation and limits it to those who either have better access to information (multiple people playing in multiple timezones against different opponents) and those who systemize the collection process (teams that keep databases of opponents and deck choices). High opacity privileges teams and hurts independent players; high transparency gives people equal access to information.

  3. Thanks for the awesome tool! Hoping for a bug-free version soon!

  4. I appreciate the response, due to time constraints I ll make some bullet points that can be freely used. Whether they are addressed, inspire debate, or go unheard.

    – since the data is available, you are not democratizing it, but you are doing the “heavy lifting” for people. Since only time and effort keep others from utilizing it.
    But how far should this go? (question, no critique)
    Hyperbole : You could build peoples decks for them, but most would agree that to be an unhealthy and unreasonable thing to do.
    Which begs the question, what quantity and quality of information gathering, processing and presentation is too much if any?

    – its easy to see an “even playing field” as something desirable. Because we have the complicated notion that people with handicaps (job,family,time,money,etc) should receive a certain amount of support as compensation. While simultaneously we want to justly reward those people, that invest an extraordinary amount of resources (job,time,money,etc) in the game. Yet these things tend to contradict each other and are hard to balance.
    Which begs the question, who benefits from this project and in what way/capacity?

    – There are many dangerous aggregations/views that become possible with the data that crypto currently hands out. The ability to “stalk” specific players/accounts for example , is something that would otherwise be completely unfeasible, given the amount of work it would require. This is just one point that leads to a slew of potential unhealthy behavior: like playing on multiple accounts (Kickstarter), testing only outside queues (teams), or having ESL be an even bigger fest of pre boarded “wait a minute, got to google you”. Usually no one would go out of their way to research such things. But once an easy access like this is build, it will be standard to “check” all the names inside a daily/8-man.

    Again, none of this is certain, nor am I sure that this is definitively a bad idea.
    Yet for me it appears to take the focus partially away from playing the game and building a generally solid deck. And shifts it towards opponent research and predictions.

    – Also you mentioned innovation. Yet this transparency not only punishes you even harder for every time you try out a deck inside an actual queue. The biggest problem is, that with many more people having easy to grasp access to these results, the payoff of “finding” a broken or well position deck… becomes close to zero. Because the time between your innovation and the general reception of your deck, is greatly reduced like this.

    Since the individual information is easier found. This means it rewards people who research and comprehend the data and not innovate themselves. (Obviously this might change if no one innovates etc etc, but I try to avoid all the nitty external effects with these points)

    – Lastly (for now) it greatly decreases the average lifespan of a format.
    This is one of the most important ones for the game in general, since all the other points are more or less a question of how the competitive nature of this game should be shaped. (which groups of people should be supported how much and where should the skill lie)

    What I mean by this is, that greatly increasing the overall awareness of every failure and success inside a format will inevitably “solve” the format much quicker. Some formats might be complicated enough for this not to happen, but other tcgs have shown us that this is generally not the case. And even though the “solution” to some well crafted formats is a healthy one (with multiple even, different decks capable of beating eachother).
    Most formats have multiple broken decks that if found, require banning or lead to unfun game experiences over multiple weeks/months.

    These are just some thoughts and the topic in question is far too deep and complex to be “solved” inside comments or even forums, but I hope they enable some debates and approaches towards this topic.

    Magic has this growing information access for years, and I observed the damage and the benefits it created over the last 10 years. There is quite the struggle about it and the information available in that game isnt close to this “complete”. Which is why I am very reserved about this big project.

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