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Ten Numbers To Make You A Better Duelist
Jason Grabher-Meyer
12/14/2009

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Whenever you ask an experienced Duelist what they believe makes a successful competitor, you're bound to get a range of common answers. Practice, knowledge of a given metagame, experience with popular decks, good siding skills, the ability to read opponents, understanding of core theories like card presence and simplification, rulings knowledge… There are alot of factors that are widely recognized as contributing to a successful win record.

But one of the answers you don't hear often is “math”. In a game where those basic “+1s” and “-1s” so often hog the attention, real mathematical prowess can be underrated. After all, basic card presence is easy, right? And what do you need beyond that?

Well, by now you'll know there's a lot more to becoming a well-rounded Duelist than card presence theory alone, and when it comes to discussing the skills that competitive players value, the elephant in the room is hardcore probabilities. In a game where each draw can change the flow of the Duel, and a single topdeck can turn a loss into a win, it's shocking just how brushed aside basic probabilities are. Just this past week I've seen things that amount to mathematical heresy, coming from the mouths of experienced Duelists. A Twilight deck packing unnecessary copies of Wulf amongst a whopping eighteen potentially dead cards comes to mind. Or my favorite, an X-Saber player who ran four Lightsworn to get X-Sabers into his Graveyard, who then argued why one Charge of the Light Brigade was better than playing three.

That kind of stuff only happens when instinct and questionable logic replace black-and-white numbers.

How Does That Even Happen?
Probabilities and percentages are facts, and as such, they're incredibly convenient. If you want to know whether you should run two copies of a card instead of three, you can look at the Appropriate numbers and find your answer. There are a lot of elements in this game that can't be quantified and broken down to numerics. So why would anyone ignore the rare instances where the numbers are there, and everything could be so easy?

I think the issue is two-fold. First, the actual calculations can be time-consuming and not everybody knows how to do them. Second, a lot of people just hate math. Crunching those numbers is a lot like work, and it does take time, making it an unpopular choice for the average person who signed up to play a game (instead of, say, signing up to do their tax returns).

That's why I come to you today with an offering: a set of mathematical shortcuts that kicks all the work out of the window, filters out the more niche information, and breaks everything down to what I think are the ten most useful probabilities you could be using, but probably aren't. These numbers will help you build better decks, side deck more effectively, and will hone your off-table skills. They'll also help you make reads on your opponent, assist you in calculating risks on-the-fly during gameplay, and will make you a better Duelist when table-time finally arrives.

No work, no calculations – just ten numbers to memorize and then apply. Sound good? Then let's get to it.

39% - The Chance Of Opening With At Least 1 Copy Of A Card You Run 3 Of
When it comes to deck building, this might be the most important number you can learn. The above number (and the rest of the numbers we'll discuss here) assumes a 40-card deck, and when it comes to deck building, this might be the most important number you can learn. If your deck's win percentage goes up drastically because you opened with one particular card, then you need to know that running three copies means you'll open with that card in two out of every five Duels. If you don't open with one of your three target cards, this number increases by about 5% with each successive draw you make. That means you'll have a 39% chance of drawing one of your targets on turn 1, about a 44% chance of drawing that card on turn 2, a 49% chance of by turn 3, and so on.

Alternatively, 39% is also your opponent's chance of having Honest or Kalut when you attack; Blackwing - Shura the Blue Flame to punish your opening turn summon, or Gladiator Beast War Chariot to potentially set. Notice how this one number can be used in so many different ways. That idea – that one draw percentage can be used to find information in many different situations – is key to this discussion.

This 39% probability has several implications. First, it's mathematical proof that if you want to see an unsearchable card early, you should definitely run three copies. The fear of “well, I don't want to run three because then I might open with two when I only want one” is pretty irrational, and we'll have math for that a bit later. The alternative is running just two copies of a card you could be running in threes, which brings us to our next number.

28% - The Chance Of Opening With At Least 1 Of 2 Exact Cards
Hoping to see a card early on, but you only want to run two copies? This is what you're up against. While playing three of a target card will see you opening with a copy of it in two games out of every five, running just two copies means you'll only open with that card in about as few as one in four games. Perhaps more importantly, while the chance to draw one of your three target cards improved by 5% with each draw, the odds here are only going to grant you a 4% increase. You're starting off handicapped, and your progress is slower as well.

This number also serves as the probability of drawing any Semi-Limited card you run two of. If you want to know how reliably you can open with Allure of Darkness, Bottomless Trap Hole, Chaos Sorcerer, Judgment Dragon, or a non-Limited card commonly run in two's (think Mystic Tomato or Dimensional Alchemist), this is a good basic number to keep in mind.

As a sidenote, this number is important for more than just deckbuilding. Since this probability works for any card pairing you can imagine, you can use it to evaluate risk and calculate the odds of your opponent having certain plays. For instance, if you're considering an early-game over-extension committing multiple monsters to the field, but fear Mirror Force or Torrential Tribute, good news – you can use this number. Provided neither card is already in your opponent's graveyard, just add up the number of cards he or she has seen so far beyond their initial six, Multiply that by the 4% increase per draw, add that number to the base 28% and you'll have a pretty good idea of whether or not your opponent has drawn one of those two cards thus far.

Now keep in mind – just because your opponent has a high chance of having drawn a given trap, that doesn't mean that he or she has actually set it yet. The math can't tell you whether or not your opponent has made a particular play, but it can tell you the odds of that play being possible. Very useful stuff.

5.4% - The Chance of Opening With At Least 2 Copies Of The Same Card You Run 3 Of
On the flip side of the coin, what are the odds of you opening with two copies of a card you run in threes? What's the chance that you're going to be stuck with two Thunder Dragon, the odds that you'll pull off double Solar Recharge, or double Black Whirlwind?

The answer is 5.4% - about one in every twenty games. It's certainly possible to draw two copies of a card you run three of, but it's certainly nothing to be relied on. In addition, the fear of opening with two copies of the same card shouldn't be a big issue on anybody's mind, because even if that would somehow instantly cost you the game, we're only talking about one game in twenty – about one Duel in an entire ten-round tournament. The odds of drawing two of the same card only increase by about 2% on successive draws, so unless you play a lot of early game draw acceleration it's not a big problem. With that said though, by turn five (assuming only natural draws in your Draw Phase) you are looking at a 15% chance of seeing those two cards, so the numbers do slowly add up.

This number can also be applied when attempting to read your opponent's hand. If you see one Book of Moon, Charge of the Light Brigade, Honest, or Kalut early on, you can calculate the odds of seeing another. This is extremely handy in the first few turns of a Duel, when you're trying to get a rough idea of whether or not you should attack into a LIGHT monster or a Blackwing after being blocked once before by Honest or Kalut.

14% - The Chance Of Opening With a 2-Card Combo of 2 Different Cards You Run In 3's
Now we're getting a little bit more advanced. This probability represents the chance to open with a two-card combo of two different cards you're maxed on: for instance, Charge of the Light Brigade and Lumina, Lightsworn Summoner, or Black Whirlwind and Blackwing – Shura. If your deck is more creative and keys off a central two-card combo, this is how frequently you'll open with that play. It's not particularly reliable – the combo will appear in your first six cards in about one of every seven games you play – not even once every two matches. So you'd better get drawing!

The odds of drawing into your combo will increase by about 4.5-5% on each successive draw – about 23% on your eighth draw, and 33% by your tenth draw. Each “draw 2” card you play (like Destiny Draw or Allure of Darkness) is going to add another 10% to your chance to put together the card pairing you want. This number can help you evaluate both the viability of your own combo decks, plus how many draw cards you should run in them. It will also help you evaluate your opponent's odds of putting together particular combos you don't want to see.

49% - The Chance of Opening With At Least 1 of 4 Target Cards
Now we're getting to what I consider to be the good stuff! Playing two Bottomless, Mirror Force, and Torrential Tribute? This is the percentage chance you have of opening with one of your four defensive trap cards. It's a fifty/fifty chance, and it increases by about 5% with each draw until you draw your first defensive trap.

In addition, when you're evaluating the risk of making a summon and an attack in the early game, this tells you the odds of doing that safely – it's a coin toss. There's a definite possibility that at least one monster you summon could be destroyed this turn. If that would be a major problem, a “blind” Mystical Space Typhoon may actually be the smart play. If you have a secondary plan with which to test the waters though, tossing it out there and seeing if your opponent has the fifty/fifty chance to blow you off the table may be smart. Summoning Jain, Lightsworn Paladin, before going for Lumina and Garoth can protect your bigger play from a present threat. The same can be said for summoning Blackwing - Bora the Spear before Shura, or pressing with Zombie Master before Mezuki (or vice-versa depending on what you're expecting).

Again, remember: just because your opponent has the Bottomless Trap Hole doesn't mean he or she will activate it on the first monster you throw out – this is especially true in the case of Torrential Tribute and Mirror Force (cards Duelists like to hang onto until they can eliminate multiple cards). We're talking about possibilities, not absolutes.

This number also represents the chance to open with a draw card if you play two Destiny Draw and two Allure of Darkness, or a piece of spell / trap removal if you run Mystical Space Typhoon, Heavy Storm, and two more cards like Lyla, Lightsworn Sorceress, Dust Tornado, or Malevolent Catastrophe. It can also be applied to side decking. If you side in four cards, you'll have a 49% chance of seeing one of them in your opening hand.

58% - The Chance Of Opening With At Least 1 Of 5 Target Cards
Want to take the big-hitter trap cards that tend to get held back out of the equation, and just calculate the odds of Book of Moon and Bottomless? This is the number you want. When it comes to disposable early-game monster manipulation, these two cards reign supreme, and any Duelist maxing out on both has a 58% chance of opening with one of the two. Successive draws will grow those odds by about 5-6% until the first Bottomless or Book is drawn.

Similar to the last number we looked at, this is also your chance to open with a draw card if you play three Destiny Draw, three Solar Recharge, or even three Trade-In, alongside Allure of Darkness. Also like the last probability, this represents the chance to open with at least one sided tech card if you rotate five cards from your side deck into your main. By devoting one third of your side deck to a particular matchup, you can have about a 70% chance of drawing one of those cards by turn 3.

Why do Lightsworn players see Judgment Dragon so often? It's because with two copies of the Dragon and three Beckoning Light, they start the game with what's basically a three-in-five chance of holding it. The odds just get better and better from that point forward, both for each draw they make, and each card they mill.

15% - The Chance of Opening With At Least 2 Of 5 Target Cards
Building off the previous probability which told us that we have a 58% chance of drawing one of five target cards in our opening hand, this number tells us that after we see that first Book, Bottomless, or sided tech card from the opponent there's only a 15% chance that one of their remaining cards is another similar card. These odds will rise by 5-6% on successive draws though, so keep that in mind when you're evaluating risk. If you're packing five sided tech cards, use these numbers to figure your chances of hammering your opponent twice with stuff you sided in.

65% - The Chance of Opening With At Least 1 of 6 Target Cards
Solar Recharge and Charge of the Light Brigade? Creature Swappable monsters in a Zombie deck? One of your six Gadgets? This number may not be obviously useful at first, but it can be a real boon when you're putting a deck together. Not only can it tell you your odds of seeing a specific card you want, it can also tell you the odds of opening with a dead card if you happen to run 6 of them. Note that all previous “1 of [X] Target Cards” probabilities can do this too, for decks with fewer dead cards than six. This number increases by about 5% per successive draw.

On the tactical side, this number and the “1 of 5 Targets” number can help you decide your opening plays against decks like Macro Cosmos (which will run 5-6 copies of Cosmos / Dimensional Fissure), Blackwings (which will have 5-6 monsters of 1700 ATK or more before factoring in Kalut), and so on. It's the root of important information like “Better mill those Lightsworn as fast as possible!” and “Blackwings will have a better than two-in-three chance of attacking you (assuming they play Allure).” Nothing groundbreaking, but if you wanted to know the numbers behind the general play patterns, there they are.

15% - The Chance Of Opening With 1 Exact Card
AKA, “The Chance Of My Opponent Screwing Me With Heavy Storm If I Set Two Cards.” Any card you play one copy of will appear in your opening hand once in a little more than one of every seven games you play. This number increases by 2-3% – a 20% chance if your opponent opens with a single “draw 2” card or draws naturally for two turns (25% by the time your opponent draws four cards).

Strict math states that you might as well go ahead and set those two cards if your only concern is the pro Storm, but naturally, the mathematical risk and the impact (positive and negative) of your decisions need to be weighed and balanced very carefully. Losing two cards to one early on can definitely be devastating, but if you've seen top players like Jerry Wang or Fili Luna fearlessly setting two cards on their opening turn in feature matches without the backing of spell negation (which they've both done in the past), this is why. The 2-for-1 Heavy Storm is most certainly a frightening boogeyman, but it's bark can be a little bit worse than its actual percentage chance to bite.

This number also becomes very useful when you anticipate a 2-card threat, but eliminate the possibility of one of those cards. For instance, if I'm fearing Torrential Tribute and Mirror Force, I can take the base 28% chance of my opponent seeing either of those cards in the opening hand (one card from a two-card pairing as discussed earlier), modify that 28% chance for the number of draws my opponent has made, and get an idea of the chance that I could run into either of those traps. If I decide the benefits outweigh the risks and summon a second monster, and Torrential Tribute doesn't appear, I can disregard Torrential and then use this number (15%) to find the approximate chance of my opponent having Mirror Force. This can be the difference between “Attack with Lumina and Lyla and lose them both”, versus “Activate Lyla's effect, destroy Mirror Force, attack with Lumina.”

1.9% - The Chance Of Opening With 2 Exact Cards
Our last number is more the basis for axioms than something you should memorize. This one represents the odds of opening with double Judgment Dragon, double Goblin Zombie, or a pairing of Limited cards like Sangan and Torrential Tribute. Suffice to say the odds of opening with a specific pair of cards, each of which appears only once in your deck, is bad. The odds of drawing into both target cards doesn't increase much as turns pass, either – about .8% per successive draw.

For deck building this means some obvious things: don't rely on combos of Limited cards (well, duh), and if you only play two copies of a given card, don't expect to see both copies in a single game unless it's excruciatingly long.

On the tactical side this number is far more interesting. First, it can help in making reads: if your opponent activates Bottomless Trap Hole, you know you probably won't see the second one for a while. If you remove your opponent's Mezuki from play, the odds of them naturally drawing into their second is extremely low. However, what I find a lot more interesting is the level of opportunity that these one-in-fifty draws create.

See, a knowledgeable player knows the math here, and understands the reads I just touched on. That's a large part of what makes Sangan / Torrential so dangerous – it's not just that the play grants a search and a quick 1-for-1 or +1. It's that there's no real way an experienced player can anticipate it, because the odds are stacked so harshly against Sangan and Torrential Tribute appearing in an opening hand.

That means two things. First, it means that when an opportunity to make this kind of play presents itself, you should take it because it only comes around once in every five or six tournaments. In addition, you should use the scarcity of a two-specific-cards hand to your advantage. If you draw double Judgment Dragon, consider playing or discarding the first Dragon a bit earlier than you would if you only had one copy – it can lull your opponent into making the wrong read and over-extending, so you can punish them with the second Dragon. Learn to recognize when you've drawn a hand that should be this mathematically difficult to read. If you can set a trap by making what appears to be a weak play, but is actually strong due to your lucky hand, go for it.

And That's That
Committing these ten numbers and their successive draw percentages to memory isn't something you can do flawlessly over night. But if you start using these numbers during deck building to guide some of your tougher calls, and memorize a few that you think might be the most useful during your Duels, you can start putting them to work. The more you use them, the easier they are to recall.

Remember that while I listed uses for each of these numbers, every one is a tool limited only by your ingenuity. Think about the situations you find yourself in, and figure out different ways you can apply the numbers I discussed. Memorizing everything is just the first step – figuring out all the different ways to use them is the real skill you'll be developing. Master the basics, and you'll be able to use these numbers on the fly in situations that didn't even occur to you in advance.

Whether you memorize them, master them, or do neither and only apply these numbers to your deck building, each can boost your game and deliver results. A lot of this game is about gut, instinct, and guesswork. But some of it isn't, and if you can tell the difference and make the math work for you, you'll become a far better Duelist.

-Jason Grabher-Meyer


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 Deejmeister41
12/14/2009 12:39:04 PM 
AMEN

 Question
 proteininja
12/14/2009 1:12:32 PM 
What are my chances of opening with 1 each of two sets of 4, and also 1 each of two sets of 5? I'm asking because i need to know how many cards of the macro dd survivor combo to run.

I currently run 5 and 5. 3 Survivor, 1 ROTA, and 1 summoner monk and 3 d fissure and 2 macro.

Also, could you post a link to a site that teaches me how to determine these things so I can do it myself from now on?

 
 TheJDG
12/14/2009 3:35:31 PM 
Proteininja - You'll be looking at a 22% chance of opening with your combo, versus a 31% chance, if you play your key cards in fours or fives respectively.

I actually can't link from here, as some of the characters needed to do so seem to be filtered from the Comments function. But if there's sufficient interest in the math, I can definitely earmark a future week to discuss it.

-JD

 
 Ancient One - [Guest]
12/14/2009 5:15:46 PM 
I've been guessing the odds so far now I have the have the hard numbers. THANX for a great article. Best one of yours I've read yet!

 
 ikky_attack_fools - [Guest]
12/14/2009 5:19:26 PM 
my head hurts...

 
 babapcck
12/14/2009 5:36:05 PM 
_____
haha
same here

opening with heavy or w e broken opening is not math
is is LUCK SACK!!
or
STACK!!!


great article!
i am learning a lot from u!
thanks dude!

 
 Samuraialz
12/14/2009 8:27:19 PM 
Great blog, this will definitely help newer players with the game as well as more experienced players as well. Great job!

 Slight Error
 statisticman - [Guest]
12/14/2009 10:33:54 PM 
Mostly a great article, though the way you use statistics in the final part of your article is slightly off.

In the bottomless example, if your opponent has two set traps on the first turn, and then you trigger one of them and its bottomless_ the probability of the 2nd one being bottomless isn't 1.9%, its a bit less than 15%. The fact that on of their cards was bottomless doesn't alter the probability that the other one is bottomless, its just as if they only have one copy of bottomless in there deck.

The other way of thinking about it is since they already shows you a bottomless, the calculation of the probability of dual bottomless's is no longer (.15)*(.15)=1.9, its (1)*(_.15)=_.15, since the probability of the first bottomless is 100%.

In the same way, if your opponent accidentally reveals a sangan in their hand via bleeding or some other means, the probability of the torrential combo is simply the probability of a torrential existing in the remaining 5 cards, not the original probability of sangan and torrential existing in 6, because the existence of sangan is no longer uncertain.


Other than that small nitpick, excellent article.

 Great Article
 AiramiDrk - [Guest]
12/15/2009 1:23:14 AM 
Another great article, very well done. Just one thing that caught my attention. On any examples when you mentioned a card being set and giving the chances of what that card could be, essentially the chances are roughly twice the number you gave. The reason is because unless they are running some crazy type of deck, the monster to spell trap ratio is usually around 1:1. So if they set a card in the spell and trap zone it obviously can't be a monster so you can eliminate roughly half the deck as possible choices.

That was all that really caught my eye. Once again, great article and I'm looking forward to more in the future.

 
 TheJDG
12/15/2009 4:30:01 AM 
Statisticman - Correct, which is exactly why I phrased that passage the way I did. The number 1.9% is the initial chance before info is revealed, and I was careful not to reference it again as the relevant odds once a card from the target pairing is seen. I opted to say 'you know you probably won't see the second one for a while' instead of referring to the new draw odds one could derive, largely for sake of readability. We could definitely go way more in-depth here (effectively progressing from a standpoint of initial evaluation to one of on-the-fly re-evaluation), but the goal (at least for this first piece) is to establish a certain level of information with a complementary level of ease of use. Hopefully it doesn't read in a misleading fashion, but I can see how it might.

Airami - Again, definitely valid logic, but the article isn't talking about the odds we can derive once information is revealed - just the base numbers as far as straight draws go (and in some cases mills as well, but only up to the point that relevant info is revealed by a mill). Your point is obviously relevant to gameplay in the grand scheme of things though, and is a great example of how base math can be combined with gameplay insight to create a tactical product that's greater than the sum of its individual parts. Again, this is progressing more from the focus (initial evaluation) into something deeper (re-evaluation as more information is discovered).

Big thanks to both of you, as you both left great comments that take what's presented here a bit deeper than the article does, adding to the discussion. From my perspective, that's awesome to read.

-JD

 Yugitistics
 Shadowqueen - [Guest]
12/15/2009 10:38:44 AM 
:O
I can't believe he just did a Yugitistics article! I prefer Right2Goof's articles more though.

 My Apologies
 statisticman - [Guest]
12/15/2009 11:09:52 AM 
Yes, your right. On re-reading the article you don't actually say the change of the 2nd bottomless is 1.9. The sentence is sorda misleading however, because its under the paragraph about 1.9% chance of 2 cards it appears like the chance of the 2nd bottomless is related to that argument, where instead its actually more similar to statistic _9...

maybe move the paragraph about mezuki and bottomless to section 9? or specifically reference 15%?

Again, small nitpicks in an excellent article.

 
 sean - [Guest]
12/15/2009 11:51:29 AM 
cool article. i have done this stuff in my head while building decks or thinking about my deck but not t he science that you have it down to. good job. thanks.

 
 masterk3ing
12/15/2009 3:06:46 PM 
this helps. I will consider these techniques at my locals. They wont be expecting it!

 Sources
 Goofy Playz - [Guest]
12/15/2009 6:34:15 PM 
I would like to know the sources from which you have acquired this information.

Furthermore, these numbers are only accurate if the Deck consists of 40 cards (which is not mentioned in the article). They would vary slightly if someone used more. For example, using 3 copies in a 45-card Deck would yield:

1 exact copy: 31.3%
A pair: 4.1%
3-of-a-kind: 0.1%

At least 1 copy (1, 2, or 3): 35.6%
At least 2 copies (2 or 3): 4.3%

_28% - The Chance Of Opening With 1 Of 2 Exact Cards_ is somewhat off.

The chance of getting exactly 1 of 2 out of 40 is 26.15%. If you combine that with the 1.9% chance of getting both copies, then you have 28.08% probability of getting at least one (1 or 2), but not exactly 1.

This is key because people who want to keep a certain card in the Deck (e.g. Neos for Prisma + Wrath of Neos, or Stardust Dragon Assault Mode) would want to keep 2 copies. If someone kept only 1 copy in a 40-C, there would only be 15% chance (1 out of 7 Duels), but that 1 off chance is crippling. If someone kept 2 copies, there would be a 26.2% chance of getting 1 of them (1 out of 4 Duels), but only 1.9% of both (1 out of 50 Duels). Drawing 1 of 2 copies is not crippling, neither to the hand nor the Deck. Using 3 copies of Neos or SD AM might be excessive because the secure 99.8% chance of not drawing all 3 is compromised by the 5.16% chance of drawing 2, which would crowd out the hand.

 
 Robo64 - [Guest]
12/15/2009 7:08:23 PM 
Brilliant article as always! This is why I wanted to minor in Math in college but the thought of taking 4 Calculus classes scared me.

 
 TheJDG
12/15/2009 7:25:08 PM 
Goofy - I'm using multivariate hypergeometrics without replacement, looking for at least one copy of each target card. Drawing multiple copies is acceptable, though I see what you're talking about (the terms 'exact' are used, but 'at least' is missing, which gives the impression of a slightly different goal from what I was actually aiming for (and what I did)). I'll see if we can edit that for clarity.

But yeah, for anyone who's confused - these probabilities are representative of a 40 card deck, and figures with multiple target cards give odds for drawing at least the noted number of target cards - they include the possibility of drawing multiple target cards as well.

-JD

 Good Job.
 Happy - [Guest]
12/15/2009 8:15:12 PM 
This Helped me a lot. Very clear. Well written.

 
 team_nephthys - [Guest]
12/15/2009 10:45:47 PM 
well done. i thought about doing the math for this long ago but i never really got around to it. thanks a lot

 
 Coram_boy - [Guest]
12/16/2009 8:06:18 PM 
This was generally a really good article, but there were one or two things: firstly, we can't assume that the deck is completely fairly shuffled. Given that the end of games will typically result in a certain grouping of cards (Judgement dragon, Lyla, Wulf, Lumina, Garoth, for example) these cards are generally grouped. It is nitpicky of me (sorry :D ), but it does meant that we need to be careful when talking about percentages. the only other thing was on the last thing about 2 exact cards. Let's say that your opponent puts down 1 facedown trap (BTH). Though the chance of drawing any 2 cards is 1.9%, once the first BTH is played, then it becomes irrelevant to the probability that there is a second one in his hand - after he draws on his next turn, he will have a 6 33 (18%) chance of having the second bottomless trap hole (cards in his hand cards in deck). This article was generally really good though, especially because I would never get round to doing this myself :D. If I made a massive brainfart somewhere, don't hesitate to laugh at me!

 
 TheJDG
12/17/2009 3:53:31 PM 
Coram Boy - Your second point was already addressed in an earlier comment, actually. You can read back and check that out if you like.

As to your first point, about card groupings invalidating probabilities, I'm... not really seeing it? I do a randomized pile shuffle (usually with a muck) and seven _Hindu_ shuffles every time I shuffle my deck between games. I can't remember the source or math for it, but the axiom is that seven Hindu shuffles alone are enough to randomize a deck beyond a mathematically plausible chance of sequencing based on the previous arrangement of the deck.

The reality is that we have to randomize the deck sufficiently and assume a randomized state as a result, every time the deck is shuffled. To not do so is cheating. If a deck isn't randomized, the obvious solution is to shuffle more.

-JD

 
 BigStinkin''Ape
12/17/2009 5:08:11 PM 
Great Article.Having the actual percentages help.I knew the _one in seven_ and the _every 20 duels_ rule but not the 1.9%+.8 or th3 39%+5 figures.This helps a lot.Thanks.

 
 cheetah099
12/18/2009 8:26:18 PM 
Maybe if you put these probabilities into easy-to-remember formulas, they could be more effective. For example, the odds of your opponent having an Honest or Kalut if they haven't used one already can be described as: 39+(n-6)5 where n=the number of cards not remaining in the deck. This formula could aslo be applied to 2-ofs: 28+(n-6)4. For a single card: 15+(n-6)2.5, which can be simplified to 2.5n. That way, you just have to memorize the first and last numbers in each formula, and remember the (n-6).

 
 batman - [Guest]
12/19/2009 4:51:11 PM 
I ****ed your sister

 
 Shadow Master
12/20/2009 8:49:02 PM 
Excellent article!

 reactions
 masterk3ing
12/21/2009 6:13:17 AM 
i used these at my locals. I topped for my very 1st time. The main thing that helps is the opponents reactions. Just look at them and see how they react.and what they say for e.g. If they keep checking in their grave they probalY have dad or call of the haunted. If they keep panicking then they have lost. If they take a long time and ur in control then there either setting up a huge play(the more cards in there hand this is more likely) or trying to get out of it(if they have 3or less youve won). The main thing though is facedowns. Say to them 'thats a bottomless' and see there reaction. They can be sarcastic though and say it is a bottomless. Which it probaly is. Use the reaction method and i gurantee u will be better.

 
 -SF-
12/30/2009 11:56:49 AM 
I still think you were talking about my deck for the 18 dead cards one. Anyway, I like your ratios here. Will be really helpful. Anyway, whats the chance of drawing at least 3 of 16 cards in your deck in your opening hand?

 1.9%
 Finris - [Guest]
1/21/2010 4:40:56 AM 
_ if your opponent activates Bottomless Trap Hole, you know you probably won't see the second one for a while_.

Lets assume your opponent has drawn his starting hand from his deck, and you don't know any of his cards yet. And then, he activates Bottomless. According to your guide, the odds for him having two Bottomless within his starting hand are 1,9%.
While this is true, the odds for him actually having a second one available after you have ALREADY SEEN ONE is, roughly, 13% (the odds of having one exact card - namely the other Bottomless - in the remaining cards of your starting hand).

An easy example to compare with:
The odds to get two heads in consecutive coin tosses are 25%. But after you got Heads on the first toss, the chances for a second head will still be 50%.

Just something you might phrase a litle more clearly for those of us who just _hate math_.

 
 Jebus McAzn
1/23/2010 10:37:31 AM 
After closer calculation, I found the odds of drawing 2 cards out of a playset of 3 to be closer to 5.2% rather than 5.4%. Not that it really matters that much. Great article.

 
 TheJDG
3/25/2010 11:30:32 PM 
Jebus - Are you sure you're doing your hypergeometrics without replacement? If you're doing them with replacement by mistake, that might explain the discrepancy between your numbers and mine.

-JD

 A few things
 Falzar FZ
4/15/2010 8:51:01 AM 
I noticed that you said you couldn't post a link to a site that teaches you how to calculate it because this place filters certain symbols. Perhaps you could use tinyurl.com to fix that problem.
Anyways, here's a challenge. What are the chances of getting Exodia in the opening hand?

EDIT: I figured that it's basically Combinations and Permutations.

 Very Helpful
 LordGriffin1091 - [Guest]
4/24/2010 11:31:05 PM 
TheJDG- Thanks very much for this article. I've always been great at math, but I've taken or learned probability and statistics. I'm more of a trigonometry and advanced algebra person. I've always played and built decks on instinct and what I thought was right, but now I have the base numbers in which to better my deck and my gameplay.

masterk3ing- Your advice was also very helpful. Your advice combined my these base numbers and my knowledge of psychology have increased my winning percentage by a whopping 33%!

Thanks to both of you.

 DHObRlyuQghP
 imxxijxo - [Guest]
6/4/2010 8:28:35 AM 
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