Simple Questions and Answers - Page 129
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MassHysteria
United States3678 Posts
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Douillos
France3195 Posts
On February 03 2015 17:39 MassHysteria wrote: I just started playing casual and in my like 10th-12th game I am playing against come crazy cards/decks/combos (seems to me at least). Is that normal? Should I continue grinding with the basic decks (mostly mage/druid)? This is a major problem with hearthstone currently , unranked is plagued with players who loose intentionally to be paired against new players and grind gold easily. I'd avise you to go to ranked lvl 20-25 and then play in the 18-20 rank lvl. You *should* have a better beginners experience there ... | ||
MassHysteria
United States3678 Posts
On February 03 2015 17:44 Douillos wrote: This is a major problem with hearthstone currently , unranked is plagued with players who loose intentionally to be paired against new players and grind gold easily. I'd avise you to go to ranked lvl 20-25 and then play in the 18-20 rank lvl. You *should* have a better beginners experience there ... Thank you, will do that. | ||
krndandaman
Mozambique16569 Posts
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fencer
122 Posts
When I'm playing 2 secrets and 2 scientists, I sometimes end up drawing a scientist without any secrets left in my deck because I drew them in the wrong order. I've been experimenting with adding a 3rd secret just to lower the chances of drawing "dead" scientists. If we compare running 2 secrets to running 3, for both scenarios, could someone work out the chance of drawing all secrets with at least 1 scientist left in the deck? This is assuming we always keep any scientists in our opening hand and always mulligan secrets. I'm very curious about this! | ||
MassHysteria
United States3678 Posts
edit: spent the gold on 3 more of the classics | ||
Orcasgt24
Canada3238 Posts
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Acritter
Syria7637 Posts
On February 11 2015 10:30 MassHysteria wrote: Should I be buying GvG cards or spend the gold on the Classics? edit: spent the gold on 3 more of the classics I generally buy Classics because I get new GvG packs in Arena already. | ||
Acritter
Syria7637 Posts
On February 07 2015 21:25 fencer wrote: Could someone mathematically gifted help me out with a question about Mad Scientists and secrets? When I'm playing 2 secrets and 2 scientists, I sometimes end up drawing a scientist without any secrets left in my deck because I drew them in the wrong order. I've been experimenting with adding a 3rd secret just to lower the chances of drawing "dead" scientists. If we compare running 2 secrets to running 3, for both scenarios, could someone work out the chance of drawing all secrets with at least 1 scientist left in the deck? This is assuming we always keep any scientists in our opening hand and always mulligan secrets. I'm very curious about this! The calculation here is really, really nasty, because it measures multiple distinct events for different states and as such can't be done in a cute and convenient way. If you wanted to calculate this, you'd be best off having a computer fill out a table of possible results for you, because the total number of possible draw orders in a deck with 2 Mad Scientists, 2 secrets, and 26 other cards is 164430 (30!/(2!*2!*26!)), if I remember my high school math correctly. If you paid me $20/hr, I'd solve it for you, but... I don't think that either of us really wants to do that. In any case, the big improvement from the extra secret is unpredictability. Sometimes you'll catch your opponent off-guard, which really matters for (say) Mech Mage against Druid. If they don't know whether you've gotten a Mirror Entity or a Counterspell and they guess wrong, they're in for a lot of trouble. | ||
Orcasgt24
Canada3238 Posts
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IcemanAsi
Israel681 Posts
I attack with Mad Scientist that summons Ice Block, do I live? | ||
RJTheDestroyer
Canada0 Posts
On February 12 2015 15:45 IcemanAsi wrote: I'm a mage playing a hunter. I have 2 life left and he has explosive trap up. I attack with Mad Scientist that summons Ice Block, do I live? No because secrets don't trigger on your own turn, meaning the Ice Block won't save you. | ||
Hier
2391 Posts
On February 11 2015 14:42 Acritter wrote: The calculation here is really, really nasty, because it measures multiple distinct events for different states and as such can't be done in a cute and convenient way. If you wanted to calculate this, you'd be best off having a computer fill out a table of possible results for you, because the total number of possible draw orders in a deck with 2 Mad Scientists, 2 secrets, and 26 other cards is 164430 (30!/(2!*2!*26!)), if I remember my high school math correctly. If you paid me $20/hr, I'd solve it for you, but... I don't think that either of us really wants to do that. In any case, the big improvement from the extra secret is unpredictability. Sometimes you'll catch your opponent off-guard, which really matters for (say) Mech Mage against Druid. If they don't know whether you've gotten a Mirror Entity or a Counterspell and they guess wrong, they're in for a lot of trouble. To add on to this, it is further complicated by the moves of the players; how long you hold onto your scientist, when your scientist dies, whether he gets silenced, how many cards you draw before he dies, how many unrelated cards you mulligan, which in turn might depend on the deck you run and the opponent you're facing. The simplest calculation I could make (the one that excludes all player "choice") was to assume that you play the scientist as soon as you draw him, and your opponent kills it right away (preventing you from drawing any cards before the scientist is activated). Special cards like Coldlight Oracle, Naturalize, etc are also off the table. In that case it would be 25% (for 2 scientists and 2 secrets) and 56.66~% (for 2 scientists and 3 secrets) chance to draw all your scientists with secrets still remaining in your deck. | ||
Orcasgt24
Canada3238 Posts
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Hier
2391 Posts
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Orcasgt24
Canada3238 Posts
On February 19 2015 13:36 Hier wrote: What does ramp druid mean exactly? I thought it involved the tree-roar combo, but apparently not. Ramp is a TCG term for acceleration. Depending on what TCG your playing you "ramp" a different resource to accomplish something sooner than you normally would be able to. In hearthstone Druids use cards like Innervate, Nourish and Wild Growth to gain mana faster then normal, allowing them to play bigger cards before you. | ||
Psotnik
Poland14 Posts
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Wuster
1974 Posts
It means you don't have 30 cards in that deck, probably because you disenchanted something they were using. | ||
vkbaba001
India0 Posts
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vkbaba001
India0 Posts
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