If this system fails, the game becomes a frustrating, unplayable mess that bleeds players instantly.
This article explores how developers design these algorithms to keep queue times short while maintaining a competitive environment.
Trophy and Rating Systems
Your trophy count is a numerical representation of your skill; win a match, and you take trophies from the loser.

This is why winning streaks inevitably end in a 'wall' of difficult matches; the system is functioning exactly as intended.
- The algorithm does not care what deck you are playing.
- If you face a hard counter, it is pure statistical variance.
- It helps them learn before facing real humans.
Level-Based Matchmaking
The standard Elo system works perfectly for chess because all pieces are equal, but tower rush games feature upgradeable cards.
To combat this, developers have implemented secondary checks that look at the player's King Tower level.
| Player Perception | The Mathematical Reality |
|---|---|
| The Loser's Queue | The algorithm does not force losses; you are simply playing tilted against harder opponents because your MMR is inflated |
| Rigged Deck Matching | Developers have confirmed repeatedly that the algorithm does not read the contents of your deck when finding an opponent |
True Fairness
By artificially capping all card levels to a specific number, the algorithm can rely purely on the Elo rating.
The algorithm is blind; it only respects victory.