1)50% Heal for 10 Hp. (1.5)
2)20% Draw 1 card. (1.5)
3)15 % Heal for 10 Hp and add 1 Purify counter. (2.5)
4)10% Summon a Crusader. (5)
5)5% Miracle is cast (does not drain all your quanta (15)
1)40% Heal for 10 HP. (1)
2)20% Draw 1 Card. (1)
3)20% Heal for 10 Hp and add 2 Purify counters. (2)
4)10% Summon a Crusader. (5)
5)5% A random Nymph is played. Its ability cost is now 4 . (6)
6)5% Miracle is cast (does not drain all your quanta). (12)
Unupped = 5
1) 5*1.5 = 7.5
2) 2*1.5 = 3
3) 1.5*2.5 = 3.75
4) 1*5 = 5
5) .5*15 = 7.5
add all up to get 26.75, divide by 5 for average of 5.35, rounded down to 5
Upped = 4
1) 4*1 = 4
2) 2*1 = 2
3) 2*2 = 4
4) 1*5 = 5
5) .5*6 = 3
6) .5*12 = 6
added to make 24, divide by 6 to make 4all percentages were divided by 10 to make things easier
the heal cost i got by dividing heal card itself cost by 2 (3|2 / 2)
draw 1 card was mix of weakoned precog (1|.5) and hourglass ability cost (2|1) and rounded to nearest .5
the random nypmh was upped nymphs tears cost
since you calculated the percentages, the denominator is wrong. the correct formula would be (5*1.5+2*1.5+1.5*2.5+1*5+.5*15)/10, making it a 2.65 cost card, which rounds up to 3
. the upgraded version would be a 2.4 cost card, rounded down to 2
. the denominator should be 10 because you're doing weighted average of percentages and dividing by 10 "to make things easier".
to prove that I'm right, take this simple example: there are 4 apples and 1 orange in a box. apples cost $0.50 and oranges cost $0.75. the average cost of a fruit from the box is, in percentages, (80*0.5+20*0,75)/100 or, in percentages divided by 10, (8*0.5+2*0,75)/10. that is, $0.55. using your formula, however, we don't get to 0.55: (8*0.5+2*0.75)/2 = $2.75.
since miracle doesn't consume the mana pool as the original, maybe the cost should be increased, but it's too rare to get it. besides, due to random, it should be dropped. so, 3|2 sounds good to me, since lower than that would be too much
I'm sorry if I sound pedantic, I can't help it