Hi all, I'm experimenting with this hypothesis for resource optimization in building a deck. I'm sure as all would have known, we should not have too much of a card with a particular cost, but how much is too much? What should you do with a handful of 4cc or above cards in T3?? Why did you left 2 resources unused after casting a Mind Control at T7?
Let's look at some of the common minimum resource needed for most decks: 6cc. With 6cc, you can summon a 6cc card (more common than 7cc cards) and some other combinations. Note that in these examples, two assumptions take effect.
Assumption 1: You play at most 2 cards each turn before T7.
Assumption 2: You try to play more 2cc cards than 1cc cards (harbinger, puwen, carniboar, CoI, Eleanor, frostmare, bladedancer, pack wolf, nightshade, fatebreaker, bad santa, tome, etc)
Observe this chart:
The RESOURCE column shows the total resource you have in every turn from turn 1 onward, assuming that you sac a card every turn. The USAGE columns show different combinations on how you can optimally use the total of resources that you have on each round. The FREQUENCY column shows how many times the cards of a particular cost could be summoned within the first 6 turns. At the bottom of the FREQUENCY column it shows the total number of cards with all the possible combinations used in the first 6 turns. For example in this chart the total number of cards is 15, but since the minimum cards you need in SE is 40, we multiply that number to a number above and closest to 40, which in this case is 44 (22 x 2). Now with that multiplication factor, we multiply it to the frequency for each particular card cost, and you will get these numbers:
1cc = 5 frequency x 2 = 10 cards
2cc = 6 frequency x 2 = 12 cards
3cc = 5 frequency x 2 = 10 cards
4cc = 3 frequency x 2 = 6 cards
5cc = 2 frequency x 2 = 4 cards
6cc = 1 frequency x 2 = 2 cards
Total = 45 cards (with hero, and a 2 multiplier for 22 cards)
Now if we use this method for a 5cc deck and a 7 cc deck:
Total = 46 cards (with hero, and a 3 multiplier for 15 cards)
Total = 59 cards (with hero, and a 2 multiplier for 29 cards)
Observation
From this hypothesis, we can observe that if you have 16 3cc cards for a 6cc resource deck, it's not so optimal as compared to 10 3cc cards, because you won't get to use all of them, whether for sacrifices or summons, at least in the first 10 turns (which most games end in anyway). This is much like the famed 'resonance curve' except that we begin near the peak due to the nature of 2cc drops in most turns. Of course, the charts shown can extend to turn 8 onward (of which you can repeat the patterns from earlier turns) like in turn 8 you can actually repeat the pattern of T4 twice, or possibly a T5 + T3 pattern. That's where all the multiplied cards come in place. We can also observe that while the minimum number of cards to run in a deck is 40 and the chance of getting a particular card is higher, it might not be the most optimal in terms of resource usage. Decks that run with a higher resource naturally requires more cards in the deck to support the sacrifices as well as the optimal resource usage per turn. That's why we should not dedicate just one card to one goal and not depend on a 40-card deck for luck.
Based on the charts with the cards of specific costs allocated, the hypothesis observes that all resources will be used optimally (no resource is left on each turn and you will not lose early board control). Combine this with your card choices it should form a deck that reduce the wastage of card slots to serve your goals. When you take jlbjork's All Purpose Deck Theory into consideration we can assume to be able to fill all possible holes in a >40-card deck with this resource optimization hypothesis.
Bookmarks