After learning something very interesting in Math class, I've decided to take the material and put it into YGO booster pack form.
Today's question: What are the odds of pulling a holo out of a pack?
In a typical box of an expansion set, you get 5 Super Rares, 2 Ultra Rares, 1 Ultimate Rare, and 1 Secret Rare. You would never expect to pull a Ghost Rare, so we'll leave that part of the equation out. Also to point out that are 24 packs in a single box. That's 9 holo's out of 24 packs! If we do the math, we'll get the result of each rarity as follows:
Super Rare: 5: 24
Ultra Rare: 1: 12
Ultimate and Secret Rares: 1: 24
To answer our question, the odds of pulling a holo: Using the probability of 9/24, converting that into odds in your favor is 9: 15. To simplify that, the actual odds of pulling a holo are 3: 5! In other words, if you buy 8 packs, you will probably pull 3 holo's of an unspecified rarity(s).
Lets say you wish to buy a box of Order of Chaos, and you want to pull an Inzektor Hornet, Wind-Up Carrier Zenmaity, and Tour Bus from the Underworld. You're going to ask yourself this: What are the odds of pulling an Inzektor Hornet?
In OROC, there are 14 Super Rares in the entire set, and as mentioned above, there are 5 Super Rares in a typical box. By the box, the probability of pulling the Hornet is 5/14, making the odds 5: 9 in favor of pulling the Hornet. Meaning you would probably have to buy about 2-3 boxes, depending on your luck, just to pull the one hornet you need.
For Wind-Up Carrier Zenmaity, there are 10 Ultra Rares in the set, and 2 per box. This means that the odds of pulling a Zenmaity are 1: 4. Meaning that there's one of those in every 5 boxes.
And for Tour Bus, that's an easy one. 1 Secret per box, and 8 Secrets in set. The odds are 1: 7 to pull a Tour Bus, or any other Secret in the set.
Hope you learned something today, and tonight, I might write about something else, or even maybe the weaknesses of the Fenix OTK deck. Who knows? Just keep following!
Friday, March 23, 2012
Thursday, March 22, 2012
YGO In-Depth Analysis: Blazing Fenix OTK
Going to post blogs on here about the status and strategies of the current metagame in YGO. Hopefully enough people subscribe to this!
Anyways! For tonight's blog, I'm going to talk about the newest dumb deck that I'm projecting to WRECK the competition at this weekend's 100th YCS in Long Beach, CA. If there's the opprotunity to play the deck and win with it, it's now, before everyone else figures it out! No weakness will be written until AFTER the event, so stick around!
Every card mentioned for this deck will have a link to the card information, so make sure to click away, if you don't know what the card does!
Blaze Fenix, the Burning Bombardment Bird: Ok. Not as bad as you might think...Did we not say the same thing about Dark Strike Fighter when it first came out? Maybe it's because we haven't even discussed the combo for this card yet. By thinking on how to make this deck, we must use mainly Pyro-Type Monsters and Machine-Type Monsters.
Your monster lineup can be made in many possible ways, but for my home-brewed build, I'll show you my way of making it. The build is 19-1 so far (Games) on Dueling Network. We, however, need to discuss the combo that makes any build as broken as the next!
Chain Material: Just so you know, you CANNOT use this card's effect without a source that allows you to fusion summon the turn you play this card. For our card of choice, we use Fusion Gate! Fusion Gate Allows Chain Material to get it's full benefit and allow you to Spam-Fusion Summon as many times as you wish! However, you cannot attack the same turn you use it, and the Monster(s) are destroyed at the end of the turn. We can get around that, though. Most likely, we'll win by the end of the turn, granted that nothing is activated in response to anything.
For a nice tip, set as much as you can before letting your Fenix's go to work! This will maximize your effect damage to your opponent. However, I would not suggest summoning all 3 at once and attempting to use all 3 effects after. When one comes out, call priority, just in case something like a Torrential Tribute wrecks your field and you do almost nothing at all. Greed is something that's not recommended.
Now we go to the background of my build style. You can make the deck however you like, but this is just how my brain thought of the deck.
UFO Turtle: Thins the deck out and gets your Pyro's out on the field. Great if you wish to see both Fusion Gate, and Chain Material.
Solar Flare Dragon: 500 damage every End Phase helps you out more than you'd ever think!
Flame Spirit Ignis: WTF!? It's Pyro, and it can do mass damage later down the road.
Cannon Soldier: Much better! 500 damage per tribute rather than 100 for each Fire Monster in your grave.
Machina Engine: 1 Cannon, 3 Fortress, and 3 Gearframe to enhance offensive power, just in case your plan fails.
Ok now to make the deck. Try it out! Be sure to know that this is a rough draft, and it may not produce desired results.
Monsters: 19
3x Machina Gearframe
3x Machina Fortress
1x Machina Cannon
3x UFO Turtle
3x Cannon Soldier
3x Solar Flare Dragon
3x Flame Spirit Ignis
Spells: 12
2x Terraforming
3x Fusion Gate
3x Pot of Duality
3x Mystical Space Typhoon
1x Pot of Avarice
Traps: 9
3x Chain Material
2x Ojama Trio
2x Magic Cylinder
2x Starlight Road
Extra Deck: At Least 3
3x Blaze Fenix, the Burning Bombardment Bird
You fill in the rest.
Anyways! For tonight's blog, I'm going to talk about the newest dumb deck that I'm projecting to WRECK the competition at this weekend's 100th YCS in Long Beach, CA. If there's the opprotunity to play the deck and win with it, it's now, before everyone else figures it out! No weakness will be written until AFTER the event, so stick around!
Every card mentioned for this deck will have a link to the card information, so make sure to click away, if you don't know what the card does!
Blaze Fenix, the Burning Bombardment Bird: Ok. Not as bad as you might think...Did we not say the same thing about Dark Strike Fighter when it first came out? Maybe it's because we haven't even discussed the combo for this card yet. By thinking on how to make this deck, we must use mainly Pyro-Type Monsters and Machine-Type Monsters.
Your monster lineup can be made in many possible ways, but for my home-brewed build, I'll show you my way of making it. The build is 19-1 so far (Games) on Dueling Network. We, however, need to discuss the combo that makes any build as broken as the next!
Chain Material: Just so you know, you CANNOT use this card's effect without a source that allows you to fusion summon the turn you play this card. For our card of choice, we use Fusion Gate! Fusion Gate Allows Chain Material to get it's full benefit and allow you to Spam-Fusion Summon as many times as you wish! However, you cannot attack the same turn you use it, and the Monster(s) are destroyed at the end of the turn. We can get around that, though. Most likely, we'll win by the end of the turn, granted that nothing is activated in response to anything.
For a nice tip, set as much as you can before letting your Fenix's go to work! This will maximize your effect damage to your opponent. However, I would not suggest summoning all 3 at once and attempting to use all 3 effects after. When one comes out, call priority, just in case something like a Torrential Tribute wrecks your field and you do almost nothing at all. Greed is something that's not recommended.
Now we go to the background of my build style. You can make the deck however you like, but this is just how my brain thought of the deck.
UFO Turtle: Thins the deck out and gets your Pyro's out on the field. Great if you wish to see both Fusion Gate, and Chain Material.
Solar Flare Dragon: 500 damage every End Phase helps you out more than you'd ever think!
Flame Spirit Ignis: WTF!? It's Pyro, and it can do mass damage later down the road.
Cannon Soldier: Much better! 500 damage per tribute rather than 100 for each Fire Monster in your grave.
Machina Engine: 1 Cannon, 3 Fortress, and 3 Gearframe to enhance offensive power, just in case your plan fails.
Ok now to make the deck. Try it out! Be sure to know that this is a rough draft, and it may not produce desired results.
Monsters: 19
3x Machina Gearframe
3x Machina Fortress
1x Machina Cannon
3x UFO Turtle
3x Cannon Soldier
3x Solar Flare Dragon
3x Flame Spirit Ignis
Spells: 12
2x Terraforming
3x Fusion Gate
3x Pot of Duality
3x Mystical Space Typhoon
1x Pot of Avarice
Traps: 9
3x Chain Material
2x Ojama Trio
2x Magic Cylinder
2x Starlight Road
Extra Deck: At Least 3
3x Blaze Fenix, the Burning Bombardment Bird
You fill in the rest.
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