How Scoring Works

The system behind every delta you see on this site

1. The Cost Curve

Every card in Star Wars Unlimited has a resource cost. The game's designers built a formula into the cost curve: a ground unit should have roughly 2 + (2 × cost) total stat points (power + HP). A 3-cost ground unit "should" have about 8 stat points.

Ground unit expected = 2 + (2 × cost)
Space unit expected = 1 + (2 × cost)
Upgrade expected = 2 × cost
Event expected = cost (in RE)

Space units get 1 fewer point than ground units at the same cost because they're harder to interact with. This baseline is the "fair price" — what you should expect for what you're paying.

2. Resource Efficiency (RE)

RE stands for Resource Efficiency. It converts stat points into a normalized scale: 1 RE = 2 stat points. This lets us compare units, events, and upgrades on the same scale despite their different cost formulas.

Delta RE (Δ RE) is the gap between what a card actually delivers and what the cost curve says it should. A card with +1.5 RE gives you 3 more stat points than expected. A card at -1.0 RE is 2 stat points short.

+2.0 RE or higher Exceptional. Among the strongest cards in the game.
+1.0 to +2.0 RE Above curve. Strong pick for competitive decks.
-0.5 to +1.0 RE Fair value. Playable, no red flags.
-0.5 to -1.5 RE Below curve. You're overpaying for what you get.
-1.5 RE or lower Significantly overcosted. Needs a very good reason to play.

3. Ability & Keyword Scoring

Raw stats are only part of the picture. The AbilityParser reads every card's ability text and matches it against 238 effect patterns ported from a TypeScript reference implementation. Each pattern assigns an RE value based on the effect's power level.

Keywords like Sentinel, Ambush, Overwhelm, and Restore each have calibrated RE values. Raid and Shielded scale with their numeric values. The parser handles conditional triggers ("When Played", "When Defeated", "On Attack") and applies appropriate multipliers — a "When Played" effect is worth more than a "When Defeated" one because it's more reliable.

The final Theoretical Δ RE combines: stat delta + keyword value + ability value. This is the card's paper score before any tournament data.

View all scored keywords and ability patterns

Keywords

Smuggle +1.5 RE
Plot +1.5 RE
Sentinel +1.0 RE
Shielded +1.0 RE
Ambush +1.0 RE
Overwhelm +1.0 RE
Saboteur +1.0 RE
Grit +0.5 RE
Restore +0.5 RE
Hidden +0.5 RE
Piloting +0.5 RE
Exploit +0.5 RE
Coordinate +0.5 RE
Raid +0.2 RE
Bounty -0.5 RE

Ability Effect Patterns (288 patterns)

Buff others 0.25x multiplier · 48 patterns
attached gains keyword base
attached unit gains -0.23 RE
attack any number units base
buff hp base
buff power base
buff stats +0.48 RE
cant be exhausted by enemy base
cant be returned by enemy base
choose keyword base
cross arena attack base
each other gains base
experience per unit base
experience token +0.30 RE
force pay or exhaust base
gain ambush base
gain keyword attack base
gain overwhelm base
gain raid -0.17 RE
gain sentinel -0.34 RE
gain trait base
gains grit base
gains hidden phase base
gains keyword base
gains keyword and attack base
gains keyword while upgraded base
gains restore base
gains shielded phase base
gains trait base
give typed unit keyword phase base
give typed units keyword base
ignore aspect penalty base
indirect damage increase base
keyword doubled base
mass buff base
move upgrade base
opponents cant take control base
other friendly type gains base
ready another unit base
ready arena units conditional base
ready him her base
ready non unit leader base
ready resource base
ready typed unit base
ready unit -1.09 RE
resources gain smuggle base
scaling keyword per condition base
set printed hp base
unit acts as resource base
Card advantage 0.25x multiplier · 43 patterns
action play card base
collect bounties base
conditional draw base
conditional play base
copy when played base
discard base
draw card +0.13 RE
draw revealed unit base
look at cards base
look at hand base
look defeat resource base
look discard aspect match base
look opponent resources base
may discard one base
may play paying cost base
play for free base
play from discard base
play from resources base
play ignore aspects base
play it base
play opponent resource free base
play revealed free base
play that card base
play top of deck base
play unit from hand base
put rest back base
return aspect card from discard base
return from discard base
return n from discard base
return revealed unit to hand base
return unit discard broad base
return units from discard base
reveal draw base
reveal event from hand base
reveal from hand base
reveal hand base
reveal top cards base
reveal top deck card base
search and play free base
search deck base
search play units free base
use when defeated abilities base
use when played abilities base
Debuff 1.32x multiplier · 9 patterns
cant be healed base
debuff aspect units base
debuff phase +0.43 RE
debuff stats -0.46 RE
give power debuff phase base
loses keyword base
mass debuff base
opponent choice debuff base
opponent creates token base
Downside 0.25x multiplier · 27 patterns
action take control base
any player may use base
conditional capture base
costs more base
defeat another friendly base
defeat friendly resource base
defeat friendly unit base
discard from deck base
discard from hand base
discard from opponent deck base
discard hand base
discard typed card base
doesnt ready base
exhaust unless base
only opponents use base
opponent conditional discard base
opponent discard card base
opponent discard random base
opponent discards base
opponent takes control base
regroup phase defeat base
regroup phase lose base
regroup phase return base
return resources base
return resources to hand base
they discard base
they may play free base
Immediate impact 0.34x multiplier · 31 patterns
damage equal power multi base
damage equal power single base
damage equal remaining hp base
damage equal to damage base
deal combat damage first base
deal damage +0.56 RE
deal damage equal +0.75 RE
deal damage self base
deal damage to base +0.39 RE
deal up to damage friendly base
deals damage first conditional base
double unit power base
enters play ready base
give keyword phase base
give shield token +0.52 RE
give stats keyword phase base
give stats this phase -0.40 RE
heal +0.57 RE
heal equal to damage base
heal flexible base
heal triggers damage base
indirect damage +0.36 RE
prevent combat damage attacks base
prevent damage base
prevent first damage base
prevent that damage base
ready -0.93 RE
remove damage base
shield -0.58 RE
unit deals power damage base
win the game base
Lockdown 0.66x multiplier · 25 patterns
action attack with unit base
attack n units base
attack with attached base
attack with n units base
attack with typed unit -0.57 RE
attack with unique units base
attack with unit +0.53 RE
cannot be attacked base
cant attack base
cant be affected base
cant play base
cant play that name base
cant ready base
enemies lose keyword base
exhaust +0.53 RE
exhaust attached base
exhaust enemy resources base
exhaust unit base
exhaust up to ground base
exhaust up to n base
for this phase cant base
if attack with another base
initiative base
loses keywords phase base
may attack with base
Mass removal 0.78x multiplier · 15 patterns
defeat all arena units base
defeat all non leader base
defeat all units base
defeat conditional units base
defeat each unit player base
defeat those units base
defeat up to n units base
exhaust all arena base
exhaust all same arena base
exhaust any non unique base
exhaust any number base
extra regroup base
mass capture base
mass discard hand base
ready all units base
Ramp econ 0.25x multiplier · 19 patterns
costs less base
costs more opponent base
costs resource less base
create credit token -0.26 RE
create token -0.28 RE
create unit token -1.14 RE
each player resources base
force is with you base
may defeat resource base
opponent may pay or base
pay half base
put top or bottom deck base
reduce cost base
resource base
resource from discard base
resource ramp base
resource self base
resource self from discard base
use the force -0.27 RE
Setup zero 1.00x multiplier · 41 patterns
arena dominance win base
attach to base
attach upgrade base
bounty effect base
cant play from hand base
choose another friendly base
choose any number base
choose discard pile card base
choose mode base
choose target base
choose typed ground unit base
conditional resource top card base
conditional return typed base
coordinate label base
defeat it trailing base
defending attacks first base
disclose aspect base
each player chooses unit base
leave on top base
name a card base
no longer unit base
on attack prefix base
on defeat trigger base
opponent chooses ground unit base
opponent chooses one base
opponent chooses unit base
owner takes control revert base
pay resources base
pay up to resources base
play first action base
put bottom deck base
put bottom that deck base
regroup phase generic base
return if power threshold base
reveal resources base
smuggle cost base
smuggle reminder base
use once per round base
when attack ends survived base
when played as unit base
when played smuggle base
Single removal 1.65x multiplier · 30 patterns
attach to enemy vehicle base
base captures unit base
bounce unit base
capture base
captures unit cost base
defeat credit token base
defeat damaged unit base
defeat enemy non leader base
defeat experience token base
defeat n upgrades base
defeat non unique upgrade base
defeat non unique upgrade broad base
defeat resource base
defeat shield base
defeat typed unit base
defeat unit -1.50 RE
defeat unit hp threshold base
defeat upgrade base
defeat upgrades on unit base
discard captured base
exchange control base
loses abilities base
rescue captured base
return to hand +0.38 RE
take control resource base
take control unit base
take control upgrade base
take control upgrade broad base
unit captures base
unit loses abilities except base

4. Tournament Adjustment

Theory doesn't always match practice. The Adjusted Δ RE blends the theoretical score with real tournament performance data.

For each card, we pull: win rate (how often decks with this card win), meta share (what % of decks run it), average copies (how many copies per deck), and play pattern (mainboard vs sideboard split).

A card that looks average on paper but consistently wins tournaments gets a boost. A card that looks great on paper but underperforms in competitive play gets pulled down. The adjustment is conservative — tournament data nudges the score, it doesn't replace it.

Format Staple 30%+ meta share, 2.3+ avg copies, mostly mainboard
Sideboard Tech 50%+ of copies in sideboard
Sleeper 53%+ win rate but under 15% meta share
Role Player Solid contributor, no standout pattern

How Adjusted Δ RE is calculated

The adjustment uses four components blended into a single score:

Tournament RE (win_rate − 0.5) × 100 × 0.5
Meta weight 0.1 + 0.3 × (0.5 × deck_confidence + 0.25 × copy_signal + 0.25 × mainboard_ratio)
Play pattern RE clamp(meta_share × (avg_copies / 4.0) − sideboard_ratio, −1.0, +1.0)
Adjusted Δ RE (1 − meta_weight) × theoretical + meta_weight × tournament_RE + play_pattern_RE

Meta weight ranges from 0.1 (no data) to 0.4 (100+ decks, high copy count, mostly mainboard). At low meta weight the score stays close to theoretical; at high meta weight tournament results drive the number. Play pattern RE adds a bonus for high-volume mainboard staples and penalizes cards that mostly sit in sideboards — a card played in 30% of decks at 2.3 copies mainboard earns a meaningful boost, while a card that's 80% sideboard takes a hit regardless of its theoretical score.

5. Deck Composition & Synergy

Card-level stats can only tell you so much. A card that looks mediocre in isolation might be a 3-of in every winning Boba Fett deck. The scoring engine accounts for this through deck composition analysis.

We import tournament deck lists and compute per-archetype play rates, co-occurrence patterns (which cards appear together), and synergy density — how tightly a card is connected to its most common partners. High synergy density means the card is part of a package (always played with specific partners). Low density means it's a flexible card that slots into many different builds.

The calibrator uses deck-weighted value as its training target: a formula that factors in play rate, average copies, leader win rate, and deck count. This means the system learns from what actually wins tournaments, not just what looks good on paper.

6. Calibration

The scoring engine runs a two-stage calibration against tournament data:

  1. Tier multiplier fit — adjusts how much weight each category of effect gets (removal, card draw, stat buffs, synergy density). Uses coordinate descent to find the multipliers that best predict tournament performance.
  2. Per-pattern delta fit — fine-tunes individual ability patterns. If "deal 2 damage to a unit" is consistently undervalued, the system learns a positive delta for that pattern.

Calibration is validated with cross-validation and gated on three metrics: Spearman correlation (predicted vs actual tournament value), top-decile precision (do the cards we rate highest actually see the most play?), and zero-meta exceptional (are we over-rating cards that see no tournament play?).

Current Spearman correlation: 0.565 (Premier) / 0.609 (Eternal). Up from 0.11 before deck composition data was integrated.