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Seravy

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Re: Making $$$ using a Hope/Rol Deck - The Stats https://elementscommunity.org/forum/index.php?topic=5974.msg61682#msg61682
« Reply #24 on: May 01, 2010, 01:50:08 pm »
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It's too many. 4 Hopes is optimal at maybe 33 cards. Gonna clog your opening hands, that's for sure.
That's the point. If the opening hand is clogged, you don't start to play. This way you have a higher chance to win games you start playing, while the games not played doesn't cost you any time, so they don't matter. This method gives the best electrum/time ratio. The win/games is maybe a bit worse, but who cares about that, if you want wins, play AI3 or Top 50.
With only 3 hopes, too many games are lost to not drawing one in time, wasting you up to 10-12 turns of playing time. I prefer to auto-quit 10% more games, than losing that many more after playing them.

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Morte: Plague absolutely kills you. you can try to drain the plague with single rols, but he often draws one in mid game, then its game over
Actually, the chance is better than it looks like, it might worth playing. Most of his creatures are small, so you can afford to keep some rays (or a fractal if you have the quanta) in hand to replace your lost rays right away. Auto-quit if he plays too many deadly poisons, or if you have no electrocutor (necessary against the viruses), otherwise the chance to win is better then 50%.

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rainbow: can be beaten, but he gets very dangerous with growing creatures every game, plus he got miracles. not worth the hassle, though you could be like 50/50 vs him.
I won most of the games against him, like over 75%.
You must play enough dragons to kill him in a turn to avoid the miracles, but other than that, the only way to lose is if he has an early growing creature that you can't lobotomize.
6 fractals are a must for him though, as you usually need to draw at least four in your first 20 cards.

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Dark Matter: Just a mess with the Dark Holes, win chances too low
Play if you have an electrocutor and draw at least 2-3 pillars. Skip otherwise.

I agree with the rest of the gods.

unionruler

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Re: Making $$$ using a Hope/Rol Deck - The Stats https://elementscommunity.org/forum/index.php?topic=5974.msg61705#msg61705
« Reply #25 on: May 01, 2010, 02:52:41 pm »
With only 3 hopes, too many games are lost to not drawing one in time, wasting you up to 10-12 turns of playing time.
I'm quite sure your claim is erroneous here I've been using 3 in 32 and I'm very sure 3 in 30 is really comfortable. Maybe it is slightly less for you because of the lack of SoGs but I think maybe you ought to try 1 SoG replacing 1 Hope. In any case, I don't really understand the rationale behind your approach because RoL-Hope is intended to be more generic than the rainbow strategy given that it uses a less complex setup and blocks incoming physical damage; on the macro scale of anti FGs it means that you aren't exactly playing that to your advantage if you're autoquitting more or around the same number of FGs inasmuch as you want to use the per unit time argument.

 

blarg: