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Probability: What Makes the Best Yu-Gi-Oh! Decks

probability deck-building guide article

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#1 Mattimis

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Posted 08 March 2012 - 04:22 AM

It has come to my attention that some of us players here on XC (especially the newer ones) don't understand the concept of probability and how we can use it build the most powerful and consistent Yu-Gi-Oh! decks.

In this article, I guess I'll be trying to explain how.

Now, Yu-Gi-Oh! is essentially a game about plusses. "But it's about the life points or Exodia!" you say. Not really, actually. If you look at how most duels end, it ends with the winner having a lot of card advantage and the loser having very little (close to 0). In really close games, it usually comes down to top-decking, meaning neither player has much card advantage.

Even if card advantage isn't usually an indicator of who's winning, gaining plusses over your opponent is always nice. It gives them less outs to your plays or gives you more outs to theirs.

If you look at all of the current top-tier decks, you'll see it going on, too. Wind-Ups are all about discarding cards from the hand (so gaining card advantage because you're making your opponent go negative). Inzektors are the same thing: when they swarm from the deck to the field, they plus, while many of their effects also destroy opponent's cards at the same time (giving opponents negatives). While Dino Rabbit isn't necessarily a plus at first, Evolzar Laggia (which is a net 0 to summon, thanks to Rescue Rabbit) becomes a -1 for your opponent simply by being on the field, as it's an insta-Solemn Warning on one of your opponent's cards or requires them to discard an Effect Veiler to work around it.

Even Gravekeeper's, which is anti-meta, is doing it as well. Necrovalley shuts down opponent's graveyard-targetting effects, creating -1s (or at the very least 0s). Not only that, the Gravekeeper's Descendant and Recruiter combo, which adds a Gravekeeper's to the hand [+1] after destroying an opponent's card [+1] by tributing a Gravekeeper's [-1], is a powerful way to consistently get +1.

As you can see, the key to winning Yu-Gi-Oh! is making sure that you get those plusses/increase your card advantage.


Card ratios and probability

The first thing a deck needs to get plusses is a good ratio of Monsters, Spells, and Traps. Without this, there's no way you will be able to get what you want, when you want it, so you can make those moves that will deplete your opponent's card advantage or add to yours.

For example, say you're running a deck with 15 Monsters and 25 Spells/Traps. Given a starting hand of 6 cards, this is what you'd calculate:

15/40 ± 2/3 * √[(15/40)(1 - 15/40)] = 0.375 ± 0.323 = 0.052 to 0.698


Basically, it means you will start with between 5.0% and 70.0% of your hand being Monster cards 90% of the time, which translates to around 0 to 4 cards. (If you'd like to understand the equation used to get this number, refer to statistics z-intervals.) This means that more often than not you'll actually be getting around 1 to 3 Monster cards in your starting hand (with more on the lower end of that interval). If your deck doesn't rely heavily on Monsters, that's great; you can go ahead and only use 15. But if your deck needs those Monsters to get going, 15 will not be enough.

The formula for finding out the amount of each card in your hand that you will start with 90% of the time is as follows:

probability of that type of card ± 2/3 x √[(probability of that type)(1 - probability of that type)]


Also, there's the probability of top-decking the cards you need. As covered in many articles, such as Master's right here, it basically means that if you want to have nice, consistent draws, you want to include as many copies of the card as possible. Don't include too many, though, or else you'll get dead draws.

This is one reason to put searcher cards in your deck such as Reinforcements of the Army or Emergency Teleport. Not only does the searcher card add to your probability of getting a certain card (when you draw the searcher card and then pull the card you need from the deck), it also decreases the number of cards in your deck so you'll have a higher probability of top-decking some other card you'll need in the future.


Combos and probability

"But what about combos?" you might ask. "I can do something really cool by using 3 cards!" Yes, synergy is always good in a Deck. But what good is it if you don't get any meaningful plusses off those combos, if you deplete your hand/field to summon a powerful monster only to have it get Smashing Ground'd right afterwards? Therefore, when constructing combos, you want to keep in mind the probability that you'll be able to plus later.

(For the purposes of this article, I won't be looking at comboing with the Graveyard. Most Graveyard effects are usually a net 0: for example, Plaguespreader Zombie summons itself [+1] but needs a card in the hand placed back onto the Deck [-1]. For Call of the Haunted, you use Call of the Haunted [-1] to Summon a Monster back onto the field [+1].)

When you're thinking about including combos in your deck that will give you plusses, you should be keeping in mind the probability of plussing with that combo. That's what makes a Deck efficient: the best ones can do it using the starting hand 25% of the time, at the very least. For example, let's say you need 3 cards to do this really cool combo that can generate plusses later. Assuming a perfect situation (where the slate is completely clean at the beginning of the duel), the chance of getting that 3-card combo is:

1 - (31C6 + 3 x 3C1 x 31C5 + 3 x 3C1 x 3C1 x 31C4)/40C6 = 18.8%.


Complicated, eh? If you want to see why those numbers are the way they are, click on the spoiler below.

Spoiler

If you don’t want to do deal with that, this is what the equation is essentially saying:

1 - (probability of getting none of the 3 cards + probability of getting only one copy of one card + probability of getting one copy each of 2 cards) = probability of getting at least 1 of each card


It gets worse if you only have 2 of each card in that combo, becoming:

1 - (34C6 + 3 x 2C1 x 34C5 + 3 x 2C1 x 2C1 x 34C4)/40C6 = 7.0%.

And one of each card?

1 - (37C6 + 3 x 1C1 x 37C5 + 3 x 1C1 x 1C1 x 37C4)/40C6 = 0.2%.


Basically, if you’re trying to consistently pull off a 3-card combo with less than 3 copies of each of those cards in the deck, don’t. And even if you are planning on running the combo and have 3 copies of each card in your deck, it better have a darn good chance at gaining major plusses, because it’s still a pretty low chance that it’ll occur during a duel.

For that reason, the metagame is moving more and more towards single cards that can "combo" on their own, such as Tour Guide of the Underworld or Rescue Rabbit. Because you only need 1 card to start the "combo," the chance of effectively starting with it rises to (assuming you have 3 Tour Guides/Rescue Rabbits in the deck):

1 - 37C6/40C6 = 39.4%.


Add a few searchers and that percentage rises dramatically.

Spoiler

And those Dino Rabbit decks? They want to start with either a Tour Guide or a Rescue Rabbit in their hand. What’re the odds of that happening?

1 - 34C6/40C6 = 65.0%.


Two words: Holy. Crap.

That’s pretty darn consistent.

Needing fewer and fewer cards has been the case with Special Summoning trends as well, from Fusion and Ritual Summoning (1 specific card + 2 semi-specific Monsters) to Synchro Summoning (1 specific type of Monster and 1 other Monster) to Xyz Summoning (2 semi-specific Monsters). With each new iteration, it's becoming easier to combo into those Monsters.


Situational cards and probability

Ever had a card that you have your deck because it saved your butt once? I'm sorry to tell you this, but you probably should get rid of it.

Think about it this way. For this example, we'll use Judgment of Anubis. Anubis is a good card, no doubt about it, which is why some Duelists try to run it. However, think about how many times it really can be used. For the most part, your opponent will main a Heavy Storm and 2 MSTs, which are the only common things that will activate Anubis.

Assume you'll main 2 Judgment of Anubises, let's take a look at the probabilities involved. First off, your opponent has a 3 in 40 chance of getting a card that will activate Judgment of Anubis in their starting hand, which is:

1 - 37C6/40C6 = 39.4%.

And since you have 2 of these cards, there's a 2 in 40 chance you'll start with it and actually be able to Set it facedown onto the field for use, which is:

1 - 38C6/40C6 = 28.1%.

These numbers on its own makes the card very hard to play, because the probability that you'll have it Set on the field for activation by your opponent is 0.394 x 0.281 = 11.1%.

Of course, that probability will increase as the game goes on, because you’ll have that Anubis sitting there facedown unless it gets destroyed by a Trap Card/Monster effect. But only slightly. Even you draw an Anubis on your first turn and your opponent plays a card that would activate it 3 turns after that, the chance of that encounter would still only be 0.545 x 0.162 = 15.3%.

Do you really want a card that will only be used to block a Heavy Storm/MST that infrequently? Not only that, Judgment of Anubis is a virtual net 0 when you activate the card: you'll lose 2 cards (the Trap Card itself and the discard) and your opponent will lose two cards (the MST/Heavy Storm and hopefully a monster). In all other occasions, Anubis will be sitting dead in your hand or on the field, making it a virtual -1 for you.

(As stated above, Life Points matter very little compared to card advantage in a Duel, which is why I'm not counting it as a plus. There may be cases of not being activate a Solemn Warning because of a lack of life points, but those situations occur rarely.)

A card that's only going to be a net 0 most of the time and a -1 in all others? You should get rid of Anubis in this case. Replace it with a card that will make your deck more consistent.

That's not to say situational cards shouldn't be included at all. There are some great examples of those that you should run in your Side Deck, if not your Main Deck, like Chain Disappearance, D.D. Crow, Swallow Flip, and Maxx "C". But there's a reason why they should be in the Side Deck: against certain decks that are pretty common, the probability of using those cards against your opponent becomes so high it's almost a no-brainer to run them.

For example, take Starlight Road. There are now officially 5 very common targets that will activate a Starlight Road: 2 Torrential Tributes, 1 Mirror Force, 1 Heavy Storm, and 1 Dark Hole. And don’t forget about other cards that can easily activate the card, such as Black Rose Dragon, Gladiator Beast Gyzarus, or Judgment Dragon, just to mention a few. That means your opponent might have something that can activate your Starlight Road 5 times out of the 40 cards in their deck, making the probability of at least one of those being in their starting hand:

1 - 35C6/40C6 = 57.7%.


With 2 Starlight Roads in the deck, you'll be able to get it into your starting hand (and onto the field) 28.1% of the time. Therefore, that card will stop an opponent's card 0.577 x 0.281 = 16.1% of the time, assuming you Set it your first turn and they play a card that would activate Starlight Road on their first turn. That's better odds.

And, like always, the odds will only go up: Setting it on your first turn and then waiting 3 turns before your opponent plays something to activate it has a 0.742 x 0.281 = 20.8% chance of occuring.

Not only that, with so many cards that can activate it, Starlight Road has a smaller probability of being a dead card on the field (a -1). Add in the fact that Starlight Road is practically a +1 over your opponent (for your card [-1], you negate their card and destroy it [+1], plus you get a free Stardust Dragon [+1]), can potentially save you from big negatives or momentum-stopping moves, and give you piece of mind when attacking against a facedown (that could possibly be Mirror Force), Starlight Road seems like a pretty good candidate for a deck, or at least the Side Deck.


Recap

As you can see here, probability does play a big part in deck-building, especially when you've got all the right cards but still need to tweak the amounts of each or decide which card to tech over another. It's probability that helps those top tier decks plus often during games and end up winning.

Next time you're making a new deck, be sure to keep probability in mind. It might just make the difference between a barely-competitive deck and one that'll be tough to beat.

Edited by Mattimis, 11 March 2012 - 03:32 PM.


#2 Sho Shinjo

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Posted 08 March 2012 - 04:47 AM

This is very technical, but pretty informative, I like it.

Just mentioning that Pot of Avarice is not a searcher at all: it is a recycler which gives you a +1 to your hand in exchange for giving your Deck 3 extra cards. While that comes in handy for some things (you do want to return them after all) and might be less than 3 cards if you return Synchros/Fusions/Xyzs, Avarice's true purposes are:

- Recyling cards you run few copies of.
- Making dead cards live again by giving them valid targets again.
- Gaining a plus in your hand.

And also, there's the fact that your Deck is 3 cards bigger now, so you need to thin it again to get better draws, which isn't a major problem most of the time, but still screws probabilities. Charge in the other hand, thins your Deck by 4 cards, so if what you wanted wasn't what you searched or what you milled, the probabilities to grab the one you actually want grew a lot with that single card.

Other than that, it's a cool article. Probabilities can get REALLY complicated in YGO if you devote time to them though.

Another trend I'd like to point out on the current game is that most decks are trying to run good standalone cards: this is, not necessarily 1-card or 2-card combos, but cards that, just by existing, can turn duels around. Thunder King Rai-Oh is probably the best example at that, since it shuts down every tier build except Dark World, and even against DW, only Grapha can beat it in battle without the Field Spell (unless it's one of the less consistent variants that run Goldd and Sillva, which ironically are better for this).

Anyways, returning to your article. I'd also like to comment on the LP issue. While it's true that, most of the time, LP doesn't matter as long as it's over zero, it's still a very important resource thanks to a single widely-played card: Solemn Warning. It's a very potent 1 for 1 (or 1 for 2 if you're lucky) which uses your LP as a resource. Since it has a static cost, it's also dangerous late game, so LP is a bit more important than before thanks to that. Probably not enough to make LP gain a need, but something to keep in mind.

There's also that case of "situational cards whose payoff is so big that it's worth teching them", like the Starlight Road you mention. Cards like that, Chain Disappearance, or Pulling the Rug on its times were worth teching because, even if situational, the likelihood of pulling them off was so high thanks to the tier builds that they were a good addition to the Main Deck. And there's the "fear factor" issue as well, with cards like Dark Hole or Heavy Storm that, while people can only run one, they are paranoid about them until they finally get played or the duel ends. Some cards' raw power is so big that screw probabilities, I'm not setting anything 'till my opponent draws Storm.

And finally, remembering that these are just estimates is always useful. Remember them, use them, but never take them for granted. You WILL get horrible hands even with the best deck ever, and sometimes probabilities will just hate you. I've ran decks with 10 monsters that give me 4 in my opening hand xD So remember that, while probabilities do play a very important part on the game, luck is an important factor as well, so don't take it too hard if you end up losing to a bad hand. It just happens, and can't be avoided.

Good article sir, I liked this.

#3 Mattimis

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Posted 08 March 2012 - 04:58 AM

 Sho Shinjo, on 08 March 2012 - 04:47 AM, said:

Just mentioning that Pot of Avarice is not a searcher at all: it is a recycler which gives you a +1 to your hand in exchange for giving your Deck 3 extra cards. While that comes in handy for some things (you do want to return them after all) and might be less than 3 cards if you return Synchros/Fusions/Xyzs, Avarice's true purposes are:

- Recyling cards you run few copies of.
- Making dead cards live again by giving them valid targets again.
- Gaining a plus in your hand.

And also, there's the fact that your Deck is 3 cards bigger now, so you need to thin it again to get better draws, which isn't a major problem most of the time, but still screws probabilities. Charge in the other hand, thins your Deck by 4 cards, so if what you wanted wasn't what you searched or what you milled, the probabilities to grab the one you actually want grew a lot with that single card.

Oops about that. I've fixed the article to include "legit" searchers now. =P

 Sho Shinjo, on 08 March 2012 - 04:47 AM, said:

I'd also like to comment on the LP issue. While it's true that, most of the time, LP doesn't matter as long as it's over zero, it's still a very important resource thanks to a single widely-played card: Solemn Warning. It's a very potent 1 for 1 (or 1 for 2 if you're lucky) which uses your LP as a resource. Since it has a static cost, it's also dangerous late game, so LP is a bit more important than before thanks to that. Probably not enough to make LP gain a need, but something to keep in mind.
Yeah, I see your point here. I'm going to amend the article a bit to include this, but personally, I've almost never run into any life point problems with Solemn Warning. It's probably only happened in about 5% of my duels. (And according to statistics, anything less than 5% is statistically insignificant! =P)

 Sho Shinjo, on 08 March 2012 - 04:47 AM, said:

There's also that case of "situational cards whose payoff is so big that it's worth teching them", like the Starlight Road you mention. Cards like that, Chain Disappearance, or Pulling the Rug on its times were worth teching because, even if situational, the likelihood of pulling them off was so high thanks to the tier builds that they were a good addition to the Main Deck. And there's the "fear factor" issue as well, with cards like Dark Hole or Heavy Storm that, while people can only run one, they are paranoid about them until they finally get played or the duel ends. Some cards' raw power is so big that screw probabilities, I'm not setting anything 'till my opponent draws Storm.
This is something else I'm planning to add to the article, actually: a whole section about side-decking and stuff. This posting is just the beginning(ish). As I find more stuff related to probability, I'll probably add it in.

#4 MyBlackwingPlaylist

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Posted 08 March 2012 - 04:07 PM

I think this is a pretty good article for intermediate players. I've been a "card advantage trumps all" guy for a while now, so this article agrees with me.

I love the probabilities in here though. It makes a jump from just someone giving their thoughts to actual science. That Dino Rabbit-TGU probability is pretty shocking though.

#5 Rothon the Keymaster

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Posted 08 March 2012 - 04:33 PM

while i realize that probablility and plusses are important, I don't agree with puting the cards down to numbers like that. altogether even if you play the odds, random situations occuring happen quite frequently. Also card advantage doesn't trump all, winning does. it doesn't matter how much advantage you pull, if i defeat you its wortheless. Take ojama's for example, they are very well suited to plus with both blue and magic they can get +3-4s easily. Yet they aren't in the top tiers. Why? because they have trouble capitalizing on it. I guess my overall point is that while keeping likely hood in mind is a good idea, using statistics to build your deck is a bad idea. altogether its how you use the cards that matter, and while probability does factor into that, if your cards don't work together then it doesn't mater how much you plus.

Overall though a good article, i just cringe a bit when i start seeing people talk about plusses and numbers as life almost never conforms to math.

#6 Hoiguyyami

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Posted 08 March 2012 - 11:34 PM

I agree with Sho, but Rothon has a point. The article was a bit complicated, as probability always is, but no less true for that. It was a very good article, you seem to know your stuff quiet well. However, card advantage isn't always the best thing you can have. When I was messing around with Chaos Ojama's, I was losing every single game with 9+ cards in my hand. The reason being that ojama's can't do anything with that advantage. It's all normal monsters and very combo-specficic spells.

While life doesn't always work by the numbers, the numbers don't lie.

#7 Mattimis

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Posted 08 March 2012 - 11:39 PM

 Rothon the Keymaster, on 08 March 2012 - 04:33 PM, said:

Take ojama's for example, they are very well suited to plus with both blue and magic they can get +3-4s easily. Yet they aren't in the top tiers. Why? because they have trouble capitalizing on it.

Yeah, that is a valid point. Usually, however, the decks people run have ways of capitalizing on their plusses, so I was just kinda assuming that. (Though if someone could make a very competitive Ojama deck, that would be hilarious. =P)

 Rothon the Keymaster, on 08 March 2012 - 04:33 PM, said:

I guess my overall point is that while keeping likely hood in mind is a good idea, using statistics to build your deck is a bad idea. altogether its how you use the cards that matter, and while probability does factor into that, if your cards don't work together then it doesn't mater how much you plus.

That's kind of what I was getting at: keeping probability in mind when building a deck. I never said probability is the only thing that makes decks win. That's why I did that whole thing on combos, to talk about that problem of cards not working together as much as they should.

#8 Rothon the Keymaster

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Posted 09 March 2012 - 12:44 AM

I understand as i said i just cringe whenever somone starts talking about numbers, Numbers are important, but trying to calculate a deck is impossible.

also on the ojamas they actually aren't terribad, with xyzs the got a nice boost and can even otk.

#9 DarkBlaze557

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Posted 11 March 2012 - 10:22 AM

Sorry for the delay in the article approval! We were debating whether we should keep that forum or not, and in the meantime, your article got lost in translation. Article moved, and forum opened up to no longer require approval! Yay!


I'll come back and read through this when I have more time. I <3 math.

#10 MasterSimon

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Posted 12 March 2012 - 10:28 PM

Pretty good article, without explicitly stating it you tackled: redundancy, versatility, card advantage, and card velocity.

You missed out on some pretty advanced game concepts, but I won't blame you for that. The real applications of probability come in when we talk about sequencing and making more of your cards in your deck relevant.

The talk about + and - in here make me feel like people already forgot about card economy as a concept as opposed to card advantage... my articles may be old but they are not out-dated...go read em.. :x

Edited by MasterSimon, 12 March 2012 - 10:37 PM.


#11 Mattimis

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Posted 12 March 2012 - 11:16 PM

 MasterSimon, on 12 March 2012 - 10:28 PM, said:

You missed out on some pretty advanced game concepts, but I won't blame you for that. The real applications of probability come in when we talk about sequencing and making more of your cards in your deck relevant.

Are there other concepts you think I should cover then? Again, like I said above, this was kinda me talking about the first things that came to my head. If you think there's other stuff that could be covered using probability, please let me know and I'll try to address them.

#12 Celsius

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Posted 12 March 2012 - 11:31 PM

Probabilities hate me.

#13 MasterSimon

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Posted 13 March 2012 - 01:03 AM

 Mattimis, on 12 March 2012 - 11:16 PM, said:

Are there other concepts you think I should cover then? Again, like I said above, this was kinda me talking about the first things that came to my head. If you think there's other stuff that could be covered using probability, please let me know and I'll try to address them.

Well I don't think everyone is a numbers person, so try to use common terms like redundancy (when talking about the importance of searchers/replacement combo pieces), card velocity (when talking about seeing more cards in your deck), so we can a common vocabulary in various theoretical discussions.This way they can link your numbers with something someone else might have written on the same subject and get a better knowledge of the concept from multiple angles.

If you can write an article about sequencing that would be awesome...and defiantly help people understand how good players players make their own luck.

Edited by MasterSimon, 13 March 2012 - 01:03 AM.


#14 Siyanor

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Posted 13 March 2012 - 09:26 AM

IMO, card advantage is not nearly as important as simple acceleration. You still get the cards regardless of whether your opponent does as well. Having advantage as well just means your opponent can't respond as easily, but sometimes the accel is so good for you you're fine with your opponent having it too. (This is more often true in MTG than in YGO, though.)




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