Several weeks ago I discussed the mathematics behind playing
two or three copies of a single card. The
formula for these problems is pretty straightforward. Simply divide the number of hands of interest
by the number of total hands. These
figures can be generated with a rudimentary knowledge of combinatorics and the COMBIN(x, y) function on Excell.
In this post, I want to use a similar approach to answer this
question: Should you play four hands or six hands?
Fire and Ice Hands offer players outside of the golden
triangle a fighting chance, particularly in a Skill Drain era. Drawing one of
them can mean good times and a chance to clear their field. However, drawing
multiple hands can put you at a disadvantage.
The table below summarizes my calculations for a six card
hand. The numbers are smaller for a five
card hand but the relationships are the same.
The convention for most decks is to use four hands. The logic of doing so is evident in these
numbers. Adding the third pair of hands
increases your odds of drawing into two of them by 11.5%. While that may not be a game ender, you are
giving up access to a more useful card. Most
players would rather not stare at a pair of hands 20% of the time. Furthermore,
the odds of getting at least one hand with a four hand deck is close to
50%. As tech goes, dem are pretty good
odds.
The hands are only dead when they have no targets left in
the deck. If you are playing four, this
will happen 3.8% of the time. If you are
playing six hands, the odds of drawing into three hands is about 0.4%.
For the most part, I would follow convention and play four
hands. No one likes to keep hands in
hand. There is a pressure to play it before
you draw into another one and this pressure can lead to misplays. The major
exception to this scenario is the Qliphart match-up since monster and spell targets are usually
available. The speed of that deck
usually means one can summon a hand without hesitation. Therefore, I am maining four and siding
two.
While the hands are seeing less play, I think they are worth
another look. Besides giving you an edge
against the Qlipharts, Ice Hand gives a 500 point boost to Abyss Dweller, which
is not bad against the other two legs God’s triangle. Rank four decks also have
access to Emeral, which can recycle the hands and start the pain all over
again.
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