I've messed around with my share of quickburn allyless mage decks. That is, decks that rely solely on DD spells for damage. The idea behind these decks is that you can retain enough board control and do enough damage with your spells to finish off your opponent before he/she finishes off you. The goal of this deck is to maximize the damage you do per resource spent (actually per turn, but if you use all of your resources each turn (which you should be doing), this equates to damage per resource). So the question for this sort of deck is, what cards maximize damage per resource?
I've gone into these decks assuming that the DD spell cards are the best way to maximize damage per resource. Putting an ally in play is an unreliable source of damage, since if you do not have board control the ally might not even do damage. But I've recently realized portal changes this picture. Portal allows allies to attack the turn they enter play, which allows them to do damage even if they die the next turn to your opponent's board control. The consequence is that allies coupled with portal can be as effective damage sources per resource as DD spell cards.
What is the resource cost of portal per damage done? This is tricky, because although portal costs 4 to cast, you bring in multiple allies per portal cast. Low cost allies make portal more cost effective, high cost allies less so. This is because the cost of portal is effectively split over all the allies you are able to bring into play while portal is active. And you can simple bring more low cost allies into play. So a portal on turn 4-5, gives you 5-7 resources over the next two turns to use for allies. Over two turns, let's say you have 12 resources on average. To figure out how much portal adds to each creature's casting cost (cc), take cc/12 * 4. This is the number of creatures of that casting cost that could be added into play while portal was active (cc/4) times the cost of portal. So if you use portal to bring two 6 cc creatures, portal effectively added 2 cc to the cost of each creature. Here's the breakdown by casting cost:
1cc- extra 1/3 of a resource
2cc- extra 2/3 of a resource
3cc- extra 1 resource
4cc- extra 4/3 of a resource
5cc- extra 5/3 of a resource
6cc- extra 2 resources
So, now let's break down the damage/cost of the spells or allies, to figure out which cards are truly the best cards to put in a deck from a solely damage perspective. The number after each card is the damage/resource.
Let's start with the mage type DD spells. I'm going to count the damage that can be inflicted against the hero, not the total damage of the spell.
Fireball - 1.3
Nova - 1
Lightning strike - 0.75
Special delivery (human only) - 0.75
Arcane burst - 0.5
Now let's move to human allies. I'm already adding in the extra resource cost due to portal for these cards.
Blake - 1.13
Jasmine - 0.75
Kris - 0.75
Puwen - 0.75
Aldon - 0.75 *
Erika - 0.6 *
Earthen - 0.6
Lily - 0.56
Dirk - 0.5
Raven - 0.45
Sandra - 0.38
Marshland - 0.38
Tainted - 0.38
Aeon - 0.38
Sandworm - 0.3
birgitte - 0
* These cards are likely undervalued by this measure. Aldon also adds value to other cards in play. In this case, there's probably only one other card in play, which would give him a damage ratio of 1. Erika is more difficult to kill, and so may actually persist for several turns. If you keep her in play for two turns, for example, her damage ratio bumps to 1.2.
Now the shadow allies:
Minotaur - 0.9
Thaddeus - 0.75
Belladona - 0.75
Chimera w/ pump - 0.75
Medusa - 0.75
Bad wolf - 0.75
Snake - 0.75
Helsteed - 0.75
Carnivoar - 0.75
Flayer - 0.75
Shadow Knight - 0.75
Plasma w/ bolt - 0.68
Keldor - 0.6
Deathbane - 0.5
Gargoyle - 0.5
Plasma - 0.45
Also of interest:
Extra Sharp - 0.75
Even though extra sharp is a 1 for 1 ratio, if played during a portal it is using up the resources that might otherwise be spent on a 2/2 creature, thus giving the 0.75 ratio.
Bloodlust - 1, with 2 allies in play, 1.5 with 3.
By a similar logic, if bloodlust is cast when portal is active, it clogs up resources and has a higher cost. It only becomes cost effective as a boost to low cost allies.
Some additional notes:
Kris is probably a better card than we are giving it credit for. This is because he feels the effect of portal whether or not portal is in play. So he's actually a 1 for 1 card that can be played for damage before you get around to portal.
While some low damage ratio cards have high survivability, we are not interested in board control in these games, so their effect in sticking around is irrelevant. Often, they would have to stick around for 3 or 4 turns to be cost effective, which is plenty of time for an opponent to kill them before they become cost effective. Plus, these games are meant to be rapid fire, and a 3-4 turn effect is too slow.
Poison and flames only become cost effective if in play for 4 turns. Since they can't be played until turn 4 and games are usually over by turn 8-9, they just border on being effective. but since only one can be used at a time, they can't be spammed like fireball or lightning, so IMO aren't worth including in this sort of deck.
Casting portal on a later turn increases the cost efficiency of the allies relative to the spells, since you can get more allies in for a given portal cost. This maxes at AT/cc for an ally, which hovers around 1 for most allies. But note that you probably won't be playing more than 1 portal per game, maybe two, since this is all for a quick "race to the bottom" type of game.
Allies also give an added bonus, not taken into account in an allyless deck calculation. Allies will do repeated damage to your hero, unless they specifically attack and kill your allies. This in turn prevents enemy allies from attacking your hero, shielding you from damage you might end up absorbing if you ran an allyless deck. If your opponent ignores your allies and attacks your hero, you are almost guaranteed to beat your opponent, as you are maximizing damage per resource, and so should be doing more damage to them than they to you. Of course, in an allyless deck you'd use cards like retreat and rain delay to prevent this damage, followed by effective board wipes. It is difficult to assess the relative advantage of using allies as "delays" rather than retreats or rain delays.
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