Auto-battler games are won on economy before they are won on heroes. This page is the numbers-and-decisions reference for Magic Chess: GoGo — the interest curve, streak play, the Commander upgrade ladder, how the shop changes as you level, and the spend timing that turns a gold pile into a winning board. Exact values are from the in-game Encyclopedia; the wording and the advice are ours. For the wider climbing habits see the Beginner guide; for the systems overview see Basics.
Interest: bank to 50
At the end of every round you earn 1 bonus gold for each full 10 gold you are holding, capped at 5. Sitting on 50 gold is the single biggest income lever in the game — it roughly doubles what you make each round through the early and mid game.
Spend below 50 only for something that pays for itself immediately: a hero that completes a synergy breakpoint, a copy that finishes a 2-star or 3-star now, or raw board power when your HP is genuinely at risk.
The bank is a means, not the goal. Late game — near your level cap, board close to final — spend it all. A full wallet on a losing board wins nothing.
| Gold in hand at round end | Interest paid |
|---|---|
| 0–9 | 0 |
| 10–19 | +1 |
| 20–29 | +2 |
| 30–39 | +3 |
| 40–49 | +4 |
| 50 or more | +5 (cap) |
Win and lose streaks
Both a run of wins and a run of losses pay a gold bonus on top of the base reward, and the bonus grows the longer the streak runs. What pays the least is a broken streak — winning one, losing one, winning one. Decide early which streak you are on and hold it.
Win-streak: field the strongest board you can every round, keep the bonus rolling, and press your HP lead into a faster Commander level rush.
Lose-streak is a real strategy, not just bad luck. Deliberately run a weak board, collect the streak gold plus the safety of high-HP interest, bank hard, then buy a finished board in a single turn and flip to winning before you run out of HP. It only works if you watch your HP — do not lose-streak into the grave.
Whichever lane you pick, the mistake is drifting: no streak bonus, no plan, just buying what the shop offers.
Roll or level?
Your Commander gains 2 EXP automatically each round, and you can spend gold to buy EXP directly. Each Commander level raises your deployable-hero cap by one and shifts the shop's odds toward more expensive heroes.
Rolling — refreshing the shop for 2 gold — hunts specific heroes at your current odds. It does not change your odds; it just gives you more looks.
Default line: level on curve, and only roll on gold above 50. Roll hard in two cases — you are low on HP and need board power this round, or you are one or two copies from a game-defining 3-star.
Rushing to a high Commander level before the rest of the lobby is the whole idea behind the top Commanders: get there first and you field a full late-game board while opponents are still a slot short. Level 10 is the maximum, and at Level 10 you field 10 heroes.
| Commander level up | Gold cost |
|---|---|
| 3 → 4 | 3 |
| 4 → 5 | 8 |
| 5 → 6 | 20 |
| 6 → 7 | 32 |
| 7 → 8 | 40 |
| 8 → 9 | 54 |
| 9 → 10 (max) | 74 |
How the shop changes as you climb
Every hero belongs to a Gold-cost tier from 1 to 5, and each tier has a fixed number of copies shared across the whole lobby — so a contested hero is hard for anyone to 3-star. The pool shrinks as players buy in, which is why denying a key hero works.
As your Commander level rises, the shop rolls expensive heroes more often and cheap ones less. Two rows from the in-game odds table show the shape of it: at Level 3 the shop is almost all 1- and 2-cost; by Level 8 the bulk of it is 3- and 4-cost with 5-cost heroes finally appearing.
Practical read: hunt your cheap 3-stars early while the odds favour them, and don't expect to see 5-cost heroes with any regularity until you are Level 7 or higher.
| 1G | 2G | 3G | 4G | 5G | |
|---|---|---|---|---|---|
| Copies in the pool (per hero) | 25 | 21 | 18 | 14 | 9 |
| Shop odds at Commander Lv.3 | 60% | 30% | 10% | 0% | 0% |
| Shop odds at Commander Lv.8 | 16% | 26% | 35% | 18% | 5% |
When to break the bank
Spend the pile when one of these is true: your HP has dropped into range where losing two more rounds ends you; you are at or one level from your cap and your board is otherwise final; you can lock a 3-star that changes the game; or you can complete a synergy breakpoint that does the same.
Once you commit, commit fully — level to your target, roll your gold down hunting the copies you need, and set the finished board. Half-spending leaves you with a weak board and no bank.
The losing pattern is dying rich. If you are holding 50-plus gold at single-digit HP, you mis-timed the spend.
Stage checkpoints
A match runs through four stages, I to IV. Later stages hand out bigger basic rewards and deal more Commander damage, and each stage ends with a Go Go Box bonus-supply round.
You get a Choice Magic Crystal on entering Stage II, III and IV — the tool for forcing a synergy your board can't reach on heroes alone (classically, putting a Marksman or Stargazer crystal on a carry).
When you lose a fight, the Commander damage you take is a stage base value plus the total star levels of the enemy's surviving units — so a loss to a fully-built 3-star board hurts far more than a loss to a scrappy one. This is the clock the lose-streak strategy is racing.