Dominus_Imperatoriis#31793
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Shuffler algoritm
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1,341 votes1592 comments · MTG Arena Bugs & Product Suggestions » Gameplay · Flag idea as inappropriate… · Admin →An error occurred while saving the comment An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
This is just one example I decided to capture after few trials with an Izzet Elemental deck with just 20 lands, 26 creatures and 14 spells in the PLAY queue (Bo1). I draw 7 lands in 14 draws, far above the 1/3 average ratio of lands in a deck of 60 cards; I also draw 3 of 4 copies of Thunderkin Elemental, but not any of other elemental creatures to attack or be recovered from the graveyard.
Most of the few games I just play with this deck I had similar draws like the one show below, land flood and clumps of cards.
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
Here are few examples of trying few decks for the FNM Historic Pauper. Too many draws of clumped cards...
Look at the last screenshot, where the opponent draw 4 Seven Dwarves in the first 12 draws.
On top of this, the event is Bo1.
PAUPER is a format which requires sideboard since common cards have low value per each card when compared with uncommon, rare and mythic rare cards. This requires more cards to respond to specific strategies. Playing any strategy in this Bo1 queue requires keep changing the cards - over and over - after each game. Then deal with the clumps of card draw since many strategies requires 4 copies of a specific card.
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
Below one example from many occurences just today with a RG Gruul Storm Herald deck I play to complete the daily quest (all matches play in the PLAY queue, Bo1). I had to dig 45 cards to find 1 of 4 copies of the key card of the deck, Storm Herald. The deck was made with 3 or 4 copies of cards to obtain an average of 1 or 2 of each card in the first 30 cards, yet what I got most often is clumps of 2 or 3 cards in half of the deck, with key pieces clump near the bottom of the deck.
Here is the deck for anyone willing to experiment and observe the results. Use the deck in PLAY queue and pay attention in how much will be necessary to dig for the necessary cards to set up Storm Herald surprise attack with Dreadhorde Arcanist.
Deck
4 Cartouche of Zeal (AKR) 145
4 Cathartic Reunion (IKO) 110
3 Dreadhorde Arcanist (WAR) 125
4 Swashbuckling (XLN) 167
4 Thrill of Possibility (ELD) 146
4 Tormenting Voice (ZNR) 172
3 Destiny Spinner (THB) 168
2 Setessan Training (THB) 201
2 Kazuul's Fury (ZNR) 146
4 Storm Herald (THB) 156
4 Prodigious Growth (M19) 194
4 Ruinous Ultimatum (IKO) 204
4 Mountain (THB) 285
4 Forest (THB) 287
2 Cragcrown Pathway (ZNR) 261
2 Rootbound Crag (XLN) 256
2 Temple of Abandon (THB) 244
4 Fabled Passage (ELD) 244Sideboard
3 Aether Tunnel (M19) 43
3 Face of Divinity (JMP) 103
3 Ancestral Mask (MMQ) 229
3 Wolfkin Bond (M20) 203
2 Inspired Ultimatum (IKO) 191
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
Following from my last comment, I then proceed to play the same W flyers deck in the PLAY queue, and voilà - the strategy work as it should! I am able to kill the opponent before he can respond. Everything works, no cumpling of cards, I draw the average number of several responses I have to protect or enhance my creatures. The difference is obvious from what I just experience in traditional historic ranked (Gold Tier 4). Why? It should not if every shuffle, draw and match was the result of pure random factors.
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
This is what happens when I choose a low mana cost W flyers deck to play in traditional historic ranked (Gold Tier 4). Clumping of cards, including lands. Moreover, most of the opponents playing multicoloured meta decks were always resolving all their spells. I could not won one single game as each opponent had the right response in time before I kill them, making the advantage of playing a low cost mana mono colour strategy completely meaningless. This at best the result of an ill developed algorithm to shuffle cards or at worst the result of a rigged algorithm to balance win rate.
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
Here is more evidence of clumping of cards after the first shuffle at the start of the match. This is far from how a sequence of PAPER cards looks like after being well shuffle with the bare hands.
This is what happens very often every time I play my historic WR knight deck in any queue (ranked or not).
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
The shuffler is just fine! There is no abnormal frequent clumping of cards whatsoever!
/s
This was on Historic Traditional Ranked.
An error occurred while saving the comment Dominus_Imperatoriis#31793 commented
I took a deck of 60 cards with 22 lands to play in traditional standard (Best of 3) today. The very first round the result is 11 lands in 16 draws. The match was either rigged (to increase the opponents chances to win) or the shuffler algorithm is not replicating how paper cards are shuffle with the hands. By the way, this is not the first time this happens, but the first time I decide to produce evidence here.
Dominus_Imperatoriis#31793 supported this idea ·
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It has been an entire week of historic BRAWL where I enjoyed my favorite commanders over and over every day for several hours of gameplay. Because it is a singleton format and there is a free mulligan, the usual clump of cards observed in matches in other formats rarely appear in historic BRAWL, even when playing a 5 color commander. It was a fresh break from the historic PLAY queue.
Then, of course, I come back to play my historic decks in the PLAY queue since it was a temporary event. This time I was already prepared and without surprise I return to observe the clump of cards in several draws. The most outstanding match was the one pictured below. A dinosaur tribal deck with many 2 copies of a card and 24 lands. Look at the starting hand and the turn where I draw my 12th card. It cannot be more obvious the clump of cards generated by the shuffling algorithm. The lack of lands implies the other 21 lands are mostly clump either at the middle or at the bottom of the deck. Moreover there is 2 creatures in the deck which generate mana of any colour, but they were also nowhere to be seen.
I would like to anyone reading this comment to try themselves the BRAWL queue and the PLAY queue. It become obvious to anyone that no strategy can be abused in BRAWL if it relies on draw many copies as possible of a specific card. The contrary is also true: any strategy based on draw few lands or just 1 copy of a card are not affected by the draws. Most of the time this strategy can work and hold the battlefield against the opponent, as I did several times playing a 5 color commander. There was several games which I could wait to draw more lands to develop a powerful defense and offense against the opponent. That was only possible because there was no way to the opponent would benefit from draw 4 copies of any powerful card to disrupt my board. There was no 4 copies of Wrath of God or Extinct Event being cast, neither 4 copies of Uro, Nissa or Ugin.