Used to post in micros way back in the day and gleaned a lot from their COTW (Concept of the Weeks), hoping to pay the forum back by making one for Hearthstone.
Making the push? Trying to win a tournament? Can't decide what cards to put in? Hopefully this guide will hopefully improve your deck-making skills and take you to the next level! According to
Hearthstone simulations going from rank 5 to legend gaining even +1% winrate (50%->51%) means it takes almost
300 less games (~920-620=300) to hit legend
Golden Rule: The card you put in has to increase your win rate more than the card you take out
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Deck:
Question 1: I've been facing secrets decks, do i put in Kezan Mystic?:
Answer: Let's use rough numbers, let's assume Hunters+Paladins+Mages (the secret classes, really popular atm) make up 40% of the ladder at legend push levels. We'll say most of them play secrets in their deck, so 30% of the ladder has secrets that can be stolen by the kezan mystic.
Since most of these are aggro, you'll want the kezan by at least turn 7 (preferably much earlier). Assuming you mulligan for it that's an average of ~15 cards (assuming you dont completely mulligan cards like flame imp away, plus extra cards from warlock hero power) to try and get your kezan. That's 50% of the time you'll have it by the time the game's decided via secrets against aggro.
If you do steal a secret, your win equity against aggro goes from say 40% to 70% (sometimes they resteal it, flare it, kill you anyways, or play around the secret)
Total: 30% of the time you face a secrets deck, 50% of the time you draw it in time, if you do steal a secret your win % increases by 30%
(.3*.5)=.15*(+30% win)= ~+4.5% win equity
HOWEVER, this was replacing a vanilla 4/3 4 mana with a 4/3 4 mana kezan. The other times you face a non-secrets deck and draw kezan you could have had say a BGH.
Remember the
Golden Rule (The card you put in has to increase your win rate more than the card you take out) We'll say not having BGH for control decks decreases your win equity by about 3.50% total, making it ~+1% to put in a Kezan, thus we should replace BGH with Kezan.
NOTE: See how the win% was figured? Mess with the numbers a bit. For example, say you rarely face secrets deck (~10%), but face a lot more control. BGH easily becomes the card to use.
Question 2: Why does Gruul suck?
Let's use our newfound approach to find his win%
50% of your games you dont draw him (+0%), 20% of the time you draw him but cant play him while his replacement would've helped stave off aggro (-20% win % against aggro), 15% of the time you play him but your opponent has an easy counter such as BGH, polymorph-type removal, or value trades (-30% win % when you use an 8 mana card and this happens), 10% of the time he's a break-even play, 5% of the time he wins you the game over his replacement (let's say +60% over his replacement)
Totals: (50%*0%dontdraw)+(20%*-.20drawcantplay)+(15%*-.30drawplayBGHed)+(10%*0playneutralEV)+(5%*.60 wcondition)=0%-4%-4.5%+0%+3%= -5.5% win equity from a single card.
Let's assume his replacement is Dr. Boom, his drawcantplay goes down because he's 7 mana (instead of 8), drawplayBGHed goes down because it isn't a total loss (has 2 1/1 exploding bombs), and his win condition goes up due to the bombs. We can easily see why Dr. Boom is played so much.
Final Question 3: Why doesn't the above deck use Jaraxxus?
First, as a legend deck it should be hard (hopefully) to replace any of the cards, so Jaraxxus has to be pretty good to be put in.
His problems begin immediately however, his drawcantplay is high, this deck focuses on winning before turn 9. More importantly, many of his perks (emp thar turn 10 8 mana jaraxxus/dread infernal play), and shadowflame, are not in the deck.
This brings up the other most important rule:
Decks need to synergize. In a game with 30 random cards, the more cards that work with other cards, the better the deck will be (win condition goes up).
Top 10 combos the above legend deck has:
Power Overwhelming/Dire Wolf/Abusive Sergeant + Egg
Power Overwhelming/Dire Wolf/Abusive Sergeant + imp-losion
Power Overwhelming/Dire Wolf/Abusive Sergeant + haunted creeper
Power Overwhelming/Dire Wolf/Abusive Sergeant + small creature + Void terror (very powerful can be win condition)
Knife Juggler + imp-losion
Knife Juggler + haunted creeper deathrattle
Knife Juggler + imp gang boss active
Knife Juggler + egg deathrattle
Knife Juggler + voidcaller deathrattle
Voidcaller deathrattle + Malganis + implosion/demons on board previous turn
Where does Jaraxxus fit in there?
TL;DR Conclusion:
1) Consider all the positives and negatives when deciding to replace a card, quantify it roughly if possible (this is where skill comes in), choose the one with higher EV
2) Win condition cards are fun to play (Gruul, Deathwing, etc.), but often fall short when all factors are considered (holding them vs. aggro, getting BGHed, etc.)
3) Synergy Synergy Synergy. The more synergy a deck has the more it can be played the stronger it becomes.
Hope this helped, feel free to ask questions