This thread is in support of custom variations over netdecks. Promoting it hopefully among those who have not because of winrate concern.
I seldom run netdecks. Losing more often due to my clever failures is not particularly exciting, per se, but it is entertaining and feels more rewarding than using someone else’s concoction. Nonetheless, I want a winrate that does not make me feel as though I participate to merely to be a step on the ladder.
Here is the impetus for the content of this thread.
Thank you @Bling for this. For some reason, reading that motivated me to adjust my lax deck building.
So, what is needed is a way of evaluating a deck to determine whether it is theoretically “faster.” This was more challenging than it first appeared. To begin with, the netdecks do portend to show “tempo” to be the most successful, so cards shared among slightly varied top netdecks needed special favoring in regard to possible cuts. How “faster” could be evaluated and achieved was also suggested by netdecks. Included were: one charge minion (always), one rush minion (not always), several draw cards [2xSkull of Gul’dan] (always). Although, discovering an effective variation that did more than swap one or two cards from the standard was clearly needed, the lack of variance in the top netdecks did nothing to show the way. I would need to guess the most favorable “faster” factors.
None of the netdecks viewed that day had a taunt minion. This is an obvious expectation for an aggressive deck, and the reason is that a taunt is perceived as slow. I expounded that. There are varying degrees of slowness for cards because of a player’s will to gain maximum value from play. There is definitely a psychological factor to it. Therefore, my analysis ranked cards by their inate or perceived “effective usage.” I called it a conditional factor. Cards were scored as conditionally soft, medium, or hard. The implication is that something causes a player to hold these cards, thereby slowing deck playability.
- Soft - mostly perceived and strategic; a board state so desired that it feels unplayable prior.
- Medium - mostly assessed and strategic; a board state that enables the full value to actualize, like with combo cards.
- Hard - mostly mechanics; a board state that enables play. (ex. affects minion)
My guiding premise was that these conditionals were as important of a quantity consideration as cards per cost and rush|charge|deal damage abilities. Here is a table that showed the data gleaned from several top netdecks for tempo DH, and the one that I made in an attempt at improving these fastness factors.
{EDIT: Updated two missed deck changes that occurred prior to playing it. Revised conclusion.}
#@0 | #@1 | #@2 | #@3 | RUSH+ | DRAW+ | WEAPON | SOFT | MEDIUM | HARD | |
---|---|---|---|---|---|---|---|---|---|---|
netdecks | 2 | 7->8 | 4->6 | 6 | 1 | 6->7 | 4 | 9->10 | 9->11 | 2 |
my deck #1 | 3 | 8 | 5 | 5 | 4 | 5 | 4 | 7 | 14 | 0 |
my deck #2 | 2 | 7 | 8 | 2 | 4 | 5 | 4 | 8 | 12 |
The netdecks data shows the range between several. The two hard conditionals in all referenced netdecks was [Eye Beam]. Weapons were regarded as medium conditional play cards, since each must wait its turn behind a currently equipped weapon, and strategically might lose value if used only for face damage. RUSH+ includes charge minion [Kayn Sunfury]. The custom added rush minions were [Furious Felfin] and [Faceless Corruptor]. DRAW+ would include “summon from deck” effects, but none were included.
This effort resulted in two custom decks. Only one did the work to move me from gold 10 → 5. The other lost twice. I ended the day with deck win rates at 75% and 50%. An improvement over custom decks constructed previous to this analysis.
CONCLUSION
The sample size was too small for sure, so this is tentative. The deck that did best had the most medium conditional cards, and least soft conditional cards. A counterintuitive result. Higher conditionals should cause more card play delay, but apparently the value generated by those cards was significant enough to overcome its greater slowing factor. Maybe the soft conditionals are more damaging to deck speed. One example would be holding onto [Twin Slice] for [Altruis the Outcast]. Not shown in the data is that the second deck included one taunt minion [Bonechewer Brawler]. That deck was made to give a greater variety of options each turn. The data shows it with the least number of conditionals, and one more low cost card, although weighted more toward cost two. I do not know whether the second deck was slower or less powerful. Again, too few games to tell. Both decks only used five draw cards, 1->2 less than netdecks. I should suspect that less draw would be less fast, but synergy and usefulness during actual play felt like the biggest factor contributing to the winning round.
These decks are being tracked by hearthstone deck tracker. I am not posting them here because, again, this thread is to promote more deck variance in ranked.
GLHF!