The matchmaking algorithm is the unsung hero that determines exactly who you will face every time you press the ‘Battle’ button.

This article explores how developers design these algorithms to keep queue times short while maintaining a competitive environment.
The Elo System Adapted
Your trophy count is a numerical representation of your skill; win a match, and you take trophies from the loser.
When you go on a massive winning streak, your trophy count inflates, and the algorithm begins matching you against significantly better players.
- The algorithm does not care what deck you are playing.
- With millions of players, you will occasionally draw a bad matchup.
- AI opponents ensure instant queue times for beginners.
The Problem of Card Levels
The standard Elo system works perfectly for chess because all pieces are equal, but tower rush games feature upgradeable cards.
However, if no such player is available, the algorithm will prioritize queue speed over level fairness, resulting in those frustrating, mismatched games.
| Player Perception | The Truth |
|---|---|
| Rigged Matchmaking | The algorithm does not force losses; you are simply playing tilted against harder opponents because your MMR is inflated |
| Anti-Strategy Code | Developers have confirmed repeatedly that the algorithm does not read the contents of your deck when finding an opponent |
True Fairness
Because the ladder algorithm must balance queue times against fairness, it will never be perfectly balanced.
The algorithm is blind; it only respects victory.