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Duo-Decks / Re: All Hail Gl1tch! The trials winning deck.
« on: May 19, 2010, 11:51:41 pm »I have 6 nymphs I all need to give nymphs toYo dawg, we heard you like nymphs....
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I have 6 nymphs I all need to give nymphs toYo dawg, we heard you like nymphs....
danieldubois couldn't understandExcuse me? I said I couldn't figure out how to get the area under the curve, i.e. the integral of that function over a range. I never said I didn't "understand" anything.
Not having entropy mark = very clogged hands, since you *usually* draw 2+ supernovas.At 34 cards (the barest minimum) six supernova is 1 per 5.667 cards, so on average you'll see your second supernova around the 11th card, i.e. 4th-5th turn. You'll have zero supernova in your first 8 cards 17% of the time, and you'll have one supernova in your first 8 cards 39% of the time, so two or more is only 44%. It's actually worse than that though, because one of those cards is almost certainly a tower due to the mulligan rule. If you increase the size of the deck with a protect artifact or 3rd quint or whatever, it gets even more unlikely to have 2+. Anyway, I can't agree with your characterization of "usually".
the point of them is to provide a jumpstart on quanta on turn 2-3 but if you can't play them until turn 5, for instance, they don't do anythingOn average you'll be hitting two entropy right around the same time you'd be hitting two time or two fire or two death. Boosting any of those colors from "around two" to "around four" is exactly the sweet spot for which they most need a boost. I would counter that it doesn't "do anything" to boost your time quanta from zero to two, or your fire quanta from one to three.