yugioh mathematics
YEA!! I'm back after weeks of examinations and college tours :P
So... an old card to bring back up to the new meta Non Aggression Area!!
It prevents SS's and normal summons at the cost of being set for 1 turn and 1 card in your hand which is not that bad as you can see....
It negates starlight road... forces your opponent to activate their call of the haunted or risk getting their backfield blown up :D
ok... maybe im exaggerating a little... just a little but it still works!!
decks now need to be situation and your ability to draw out cards for that situation...
I think one of the many things that duelists rarely think about is how bad can my hand be and they don't know how many turns they can draw out of a bad hand... for example... in my own reptilianne deck, i know that the next card can turn the tide or the next 2 if i need to use hand cost.... the key to successful decks is to get rid of what you don't need.....
for example, if you know for a fact that your dark armed or malicious is useless in this game b/c you can't special summon forever, then how do you recycle these cards? how can you avoid drawing them in the first place? the key is to selective deck removal and use random deck removal at the same time... many decks need a lightsworn engine even if it's simple... rykos, lylas and a charge is simple but allows you to run through the deck.. card trooper gives you a +1 card blocker for more mill.... pot of avarice to fetch what you didn't want to mill.... hand destruction to control what you hold and what your opponent holds.........
kalut vs macro cosmos is not fun but why add them to your hand with whirlwind? b/c you don't want to draw them.... i would rather draw into a bora than a kalut in that round... use cards to advantage and control... not strictly a defensive or offensive strategy......... it's a mathematical strategy so you can't draw into bad cards...
each card has a 2.5% chance of being draw in a 40 card deck...
.0000000102% of drawing the perfect hand when you start if all 40 cards are different however, assuming that all cards can be ran in 3s and out of those 5 cards, 2 can be ran in 2s and 1 can be ran in 1s and 1 can be ran in 3s, the % of drawing the perfect hand is : .0225%...
see how the chances increase exponentially as your deck is cut down more? imagine if you ran cards that are all ran in 3s and you only have 1 ran in 1s, your chance of having a perfect hand is : .005% which means that using limited and semi-limited cards increases your chances of drawing better hands... imagine if you use trooper, lyla, ryko or w/e to decrease your deck size, drawing a needed card is exponentially increased (let's say it's ran in 2s and you did ryko on first turn and you drew a decent hand which means that 10 cards in the deck are currently useless and the 24 are useful) (28% of the deck is currently unusable and 69% of the deck is) (ryko milling the top 3 is most likely going to mill 2 good cards and 1 bad card but your probablility of milling the card ran in 2s is 6% which is nothing b/c 94% is not against you) if we don't mill one of them, our chance of drawing them increased from 6% to 6.25%.... so.. it doesn't seem like a lot but our chance of drawing always overcomes milling thus, always random mill or selective mill is beneficial for those increases... i don't know probability wise in real life but you have 75% chance of getting better draws vs 50% bad draws if you mill out your deck
what if you run out of resources, how much do you trust your deck to give you what you need the next turn?
these are all good questions to consider and without cards to respond to situations... it becomes ineffective...
secondly, i think timidity is as good back up plan in your sidedecks if your opponent focuses on heavy spell/trap removal................
synchro fusions loose hyphe to scraps LMAO
So... an old card to bring back up to the new meta Non Aggression Area!!
It prevents SS's and normal summons at the cost of being set for 1 turn and 1 card in your hand which is not that bad as you can see....
It negates starlight road... forces your opponent to activate their call of the haunted or risk getting their backfield blown up :D
ok... maybe im exaggerating a little... just a little but it still works!!
decks now need to be situation and your ability to draw out cards for that situation...
I think one of the many things that duelists rarely think about is how bad can my hand be and they don't know how many turns they can draw out of a bad hand... for example... in my own reptilianne deck, i know that the next card can turn the tide or the next 2 if i need to use hand cost.... the key to successful decks is to get rid of what you don't need.....
for example, if you know for a fact that your dark armed or malicious is useless in this game b/c you can't special summon forever, then how do you recycle these cards? how can you avoid drawing them in the first place? the key is to selective deck removal and use random deck removal at the same time... many decks need a lightsworn engine even if it's simple... rykos, lylas and a charge is simple but allows you to run through the deck.. card trooper gives you a +1 card blocker for more mill.... pot of avarice to fetch what you didn't want to mill.... hand destruction to control what you hold and what your opponent holds.........
kalut vs macro cosmos is not fun but why add them to your hand with whirlwind? b/c you don't want to draw them.... i would rather draw into a bora than a kalut in that round... use cards to advantage and control... not strictly a defensive or offensive strategy......... it's a mathematical strategy so you can't draw into bad cards...
each card has a 2.5% chance of being draw in a 40 card deck...
.0000000102% of drawing the perfect hand when you start if all 40 cards are different however, assuming that all cards can be ran in 3s and out of those 5 cards, 2 can be ran in 2s and 1 can be ran in 1s and 1 can be ran in 3s, the % of drawing the perfect hand is : .0225%...
see how the chances increase exponentially as your deck is cut down more? imagine if you ran cards that are all ran in 3s and you only have 1 ran in 1s, your chance of having a perfect hand is : .005% which means that using limited and semi-limited cards increases your chances of drawing better hands... imagine if you use trooper, lyla, ryko or w/e to decrease your deck size, drawing a needed card is exponentially increased (let's say it's ran in 2s and you did ryko on first turn and you drew a decent hand which means that 10 cards in the deck are currently useless and the 24 are useful) (28% of the deck is currently unusable and 69% of the deck is) (ryko milling the top 3 is most likely going to mill 2 good cards and 1 bad card but your probablility of milling the card ran in 2s is 6% which is nothing b/c 94% is not against you) if we don't mill one of them, our chance of drawing them increased from 6% to 6.25%.... so.. it doesn't seem like a lot but our chance of drawing always overcomes milling thus, always random mill or selective mill is beneficial for those increases... i don't know probability wise in real life but you have 75% chance of getting better draws vs 50% bad draws if you mill out your deck
what if you run out of resources, how much do you trust your deck to give you what you need the next turn?
these are all good questions to consider and without cards to respond to situations... it becomes ineffective...
secondly, i think timidity is as good back up plan in your sidedecks if your opponent focuses on heavy spell/trap removal................
synchro fusions loose hyphe to scraps LMAO
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