New D&D expansion #MTGDND brings d20 rolls toMagic. Here is how to look at these random effects and my thoughts on some of the cards. Firstly, majority of the cards have 1-9 as baseline effect, 10-19 as bonus and 20 as a large success leading to these percentages: 1/x
Good Magic players tend to maximise deterministic outcomes, and even with die rolls, it is to some extent possible. To get there, Pixie Guide lets you roll more dice and chose the highest outcome: 2/x
How does it change outcomes? By quite a lot. Having a Pixie Guide more than halves the probability of lowest outcome, and nearly doubles the probability of rolling a 20, which usually comes with large bonus. The 10-19 outcome increases to 70% - which is much more reliable. 3/x
Having two Guides means you are MORE likely to roll a 20 than rolling the 1-9. and your odds of rolling 10 or more reach 91%. At the level of 2 Guides you can sort of start treating the 10-19 effect or better as deterministic with a small fail rate. 4/x
The uncertainty of die rolls can be offset by bonuses from die rolling payoffs. There are 4 spoiled so far. Some unconditional, some result oriented. Unconditional are pure value, especially Feywild Trickster looks great to me. Dwarf may be good if a 1/3 body is relevant. 5/x
Farideh has a mix of unconditional effect (flying menace) and a conditional draw. Here are the odds of drawing a card based on the Pixie Guide count - with 2x Guide you draw 9/10 times.
(btw - thx to @MTGGoldfish
for those translated versions, very useful at this stage)
6/x
@MTGGoldfish Critical Hit on the other hand, gets back to your hand from the graveyard whenever you roll a 20. It is not a realistically reproducible effect with no support, but a bonus happening once very 20 roll spells you play, but with some guides you can make the bonus every 7 spells 7/x
@MTGGoldfish Maybe I should have mentioned earlier: I am not a fan of random effects in magic. Games should not be determined on a coin flip if I can avoid it. But I think the design team managed to navigate the cards really well. The low rolls still fulfil the cards main role. 8/x
@MTGGoldfish You still get 1 life rolling 1 with Sylvan Shepherd, triggering life gain synergies, Lightfoot Rogue is still a deathtouch creature, etc. So I will start by treating the low roll result as a baseline and everything above it as a bonus, I am not expecting, but happy to get 9/x
@MTGGoldfish There are few cards I do have doubts: Scion of Stygia being one, and Power of Persuasion the other. Tapping a creature is very different from tapping and not making it untap. And I have a suspicion sometimes rolling 20 with Power of Persuasion is worse than rolling 19 10/x
The mechanic seems balanced, not prone to some big swings based on one roll and very on theme for the set. I hope the support is sufficient to make it draftable, but with a 3/3 Flying Menace Edgewall Innkeeper that seems likely.

Note - in tweet 6 60% should be 55%.

11/11

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More from @Sierkovitz

20 May
A teaser from the big analysis of Lessons i am working on currently. I will focus on the colleges but there is one interesting thing I found in off-college archetypes: Pest Summoning as a secret start of the Dimir decks. 1/9
In the ~1200 Dimir deck games in the dataset I looked at, in
roughly 50% players had access to Pest Summoning in their SB. And that made all the difference. Decks without it had a paltry 48.7% win rate, decks with - 57.1%. 2/9
That is a lot - that is a bigger boost than Mascot exhibition gives to any archetype. To try and see why is it so, I looked at win rates when players chose to draw Pest Summoning and when they didn't draw it (but had access to it). 3/9
Read 10 tweets
27 Apr
Long Data thread ahead! With first data from STX starting to pour in @17lands, I thought to take a deeper look at Lessons and Learn spells. The new mechanic is definitely powerful, but so far we never dived deeper into what is great and what is not so hot about it. 1/21
@17lands Today I will focus on the lessons, with learn spells soon to follow. First things first: Lessons are all about diversity and ability to draw them. Here you can see win rates based on how many unique lessons deck has in SB and how many learn cards they have. 2/21
@17lands As you can see there is a strong correlation between those values and win rates. Lessons give a deck flexibility to answer more threats, solve more issues with your deck. At the same time, learn spells allow you to use Lessons when need arises making them more powerful. 3/21
Read 22 tweets

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