rav-math-druid

Hey, guys. It’s RaFive. Today we continue our series on how to better understand the math behind hearthstone and how you can bend it to your advantage, by looking at Druid!

Malfurion has several class cards that have a significant impact on the way to calculate mana curves and build toward the best draws. Innervate

effectively multiplies your resources during early turns. Wild Growth
transforms your mana curve. These let you scale your curve upward, but it’s still necessary to have enough on the low-end that you’re insured if you don’t draw into your ramp-up cards. This article will examine some of the math behind all that, so you can make more informed decisions on how to build your Druid decks.

As usual, while the topic is math-heavy, I’ll try to make it as easy on the less quantitative brains as possible and crunch numbers only when needful. For reference on draw probabilities, please see this chart I’ve prepared and make sure you’re familiar with my previous articles on the topic. Early turns are the most important for Druid’s ramping strategies, and it’s always better to build for a game where you go first, so I’ll generally be supposing you’ll have at least one card in your opening hand you want to hold, giving you an assumed six draws by the time the game starts on turn 1.

I’ve also included a recent, quite powerful Ramp Druid decklist for easy reference to the curve and the core / common cards in the list. There are a couple of interesting choices in the card selection, but the curve is reasonably representative and it gives us a good framework for discussing how to think about probabilities in Druid deckbuilding. Let’s begin!

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