Elements the Game Forum - Free Online Fantasy Card Game
Opponents, Strategy and Decks => The Arena => Topic started by: agentflare on July 13, 2011, 09:43:36 pm
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I want to hear the opinion of the Elements community.
Is Dexterity worth taking, or is it better to stack up on hp/ upped card count?
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i use it frequently, imo, its a higher priority than upps
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Depends on a lot of circumstances. If you're playing a stall deck (especially if you're with Miracles), you want HP over Dexterity. If you have lots of upped cards and a deck that requires them, you want Wisdom. If you need a lot of a specific kind of quanta very quickly, you want Intelligence. (I played vs. a nearly mono-time Silver deck with x3 :earthmark that used it to play 1 Graboid every turn, with GotP backup and lots of draw power...it was very clever, and very mean.)
But basically, unless you're in one of the above circumstances, you want Dexterity before much else. It's the engine that makes the brokenest cards broken, after all. :)
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dexterity doubles your card count (if you have 6 copies of phoenix, you now have 12), and you get double draw
the chances of drawing the key cards are the same, however, you have more cards at your disposal
if you have 2 rage pots in your deck, you can take out two creatures, with dexterity, you can take out 4, imo, it's completely worth it
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You still have the same chance of drawing a particular card, yes. However, accumulative effects (namely Towers / Pillars) are much more powerful.
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You still have the same chance of drawing a particular card, yes. However, accumulative effects (namely Towers / Pillars) are much more powerful.
but you also have a higher chance of drawing a bad hand. i think.
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That's true, you do.
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but you also have a higher chance of drawing a bad hand. i think.
- Every card still has same % chance to get picked and double deck size is countered by double drawing power.
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Yes, but your initial 7-card hand (which doesn't double in size) has a greater chance to be flooded with too much quanta, not enough quanta, too many late-game cards, etc. It's not a big disadvantage from a numerical standpoint, but it is a mathematically provable one. :)
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Yes, but your initial 7-card hand (which doesn't double in size) has a greater chance to be flooded with too much quanta, not enough quanta, too many late-game cards, etc. It's not a big disadvantage from a numerical standpoint, but it is a mathematically provable one. :)
I'd like to see the mathematical proof for this.
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Sure. Go to your friendly neighborhood hypergeometric distribution calculator (http://stattrek.com/Tables/Hypergeometric.aspx) and plug in the numbers.
If you have 6 of a card in a 30-card deck, the chance of getting at least one of those cards in a 7-card hand is 82.9%.
If you have 12 of a card in a 60-card deck, the chance of getting at least one of those cards in a 7-card hand is 80.9%.
Like I said, the difference isn't major, but it is provable. :)
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Asking for proof of that is... wow. Just wow.
Something that actually takes some math to figure out, does Dexterity's double drawing make up for that? Probably dependent on the deck, I'm guessing.
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Sure. Go to your friendly neighborhood hypergeometric distribution calculator (http://stattrek.com/Tables/Hypergeometric.aspx) and plug in the numbers.
If you have 6 of a card in a 30-card deck, the chance of getting at least one of those cards in a 7-card hand is 82.9%.
If you have 12 of a card in a 60-card deck, the chance of getting at least one of those cards in a 7-card hand is 80.9%.
Like I said, the difference isn't major, but it is provable. :)
Is auto-mulligan calculated in this?
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Perhaps not, but even if it isn't it's not very hard to figure out.
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Sure. Go to your friendly neighborhood hypergeometric distribution calculator (http://stattrek.com/Tables/Hypergeometric.aspx) and plug in the numbers.
If you have 6 of a card in a 30-card deck, the chance of getting at least one of those cards in a 7-card hand is 82.9%.
If you have 12 of a card in a 60-card deck, the chance of getting at least one of those cards in a 7-card hand is 80.9%.
Like I said, the difference isn't major, but it is provable. :)
Ok, now calculate the chance of getting one of those in starting hand + 3 turns and the result should be different. This is why I usually pick double draw. It can compensate bad draws really easy.
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how to do you get 12 cards in a deck? i upped dexterity but still could only have 6 lava golems
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how to do you get 12 cards in a deck? i upped dexterity but still could only have 6 lava golems
It doubles your deck automatically.
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Actually, your draws are more reliable with dexterity (apart from initial).
Say you have 60 cards left, and 6 of a key card. This translates to 30 cards left and 3 of a key card with no dexterity.
So if you draw once, either way you have a 1/10 chance of drawing that key card. However, with dexterity you have two draws, so you have a higher chance of getting it. Hence the reason why False Gods can have such large decks.
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Definitely worths,i have a fast fire stall with dragons,i used dexterity and puff,i have 12 fire bolts.
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As always, test your deck with double dexterity. If your AI is always discarding cards and drawing once per turn, then it might be a good idea to (well, first of all, to switch out some non-instant cards, such as cc/pc/bolts/shields for more instant cards, such as quanta/creatures...but if your AI still has clogged hands then) use the 20 skill points on the other stuff.
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One word: SoGs.
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Double drawing I believe is the most powerful skill. It's like having an electrum hourglass from the start of the battle. ( but you don't have to pay time quanta ) With the double deck size and the limit of 35 cards in an arena deck you add another possible win condition to your deck as well. Let's not forget that if you balance the deck right you can set it up so that if they don't finish you in a few turns then mid to late game the double draws make it almost impossible to win against an arena deck. Card advantage is the name of the game.
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I will agree that it is situational, but you should think long and hard about whether or not you want to forgo the card advantage that LongDono speaks of. All of a sudden, those 5-6 CC cards you threw in are 10 or 12, and not many decks feature 10 or 12 creatures to kill. Same goes for any Bolts, PC, healing sources, etc. While I don't necessarily want a deck relying on Miracles to have double Dexterity, I can't think of many other cases where I don't want it.
blarg: