2 ms·
> but at one point at least all a deck needed was a >50% win rate and enough games to hit legend because wins gave you more points than losses removed. Somethin
by squeaky-clean 9y ago
> but at one point at least all a deck needed was a >50% win rate and enough games to hit legend because wins gave you more points than losses removed. Something like that, I forget the exact mechanic.
For anyone interested, it's that you gain/lose 1 "star" with each win/loss. And if you're on a "win streak", you gain extra stars, but never lose extra stars for being in a losing streak. So a win on average is slightly more than 1 star when you consider streak bonuses.
So you get a deck with roughly 50% winrate that can play matches as fast as possible. And then hope that in your 50/50 coin flip of a game, you end up getting "heads,heads,heads,tails,tails,tails" instead of "heads,tails,heads,tails,heads,tails". And it turns out doing this quickly can rank you up faster than slow games with a much higher winrate.
But also to your point, in Hearthstone terms reducing your randomness is also a significant part of strategy. For example a deck I run now has a card "Draw the lowest cost minion from your deck".
This card is valuable not just because it instantly puts a monster in my hand, but because it also gets it out of my deck. Reducing the chance that I will draw a low-cost minion in the late game, increasing my odds of drawing the high-cost cards I do want.
Like if you were playing Blackjack and had the option to "remove a 2 from the deck". Super useful when you want a face card. Not useful at all when you're holding a 17.