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that isn't the way probabilities work, but sure.
Wrong! I could point you to the math but you would not understand it. The more times you flip a coin the greater the chance of getting runs of heads or tails. Yes its just that simple a concept. The more cards in the deck the greater the chance of power / no power runs.
🔑 The Claims:
Nannok says: A larger deck increases the chance of "power/no power" streaks (i.e., long stretches without desired cards).
jdrumm says: “That’s not how probability works, but sure.”
📊 What does the math say?
1. Basic probability rule:
The probability of drawing a specific type of card depends on the ratio of desired cards to total cards, not just the raw count.
Example:
15 power cards in a 60-card deck → 25% chance per card
19 power cards in a 75-card deck → still 25% per card
The per-card probability stays the same if the ratio is constant.
2. More cards = more chances for rare outcomes?
Yes, drawing more cards can increase the chance of seeing extreme outcomes, like long power/no-power streaks — but that's not because each individual draw is less likely, it’s because you’re making more draws, giving more opportunities for variation.
👉 This is true in a general statistical sense, but it doesn’t contradict jdrumm, because Nannok is confusing two different concepts:
Per-card probability (static)
Sample size (more draws = more variation)
3. Coin flip analogy (used by Nannok):
If you flip a coin 10 times, you might get 5 heads and 5 tails. If you flip it 1000 times, you're very likely to see some long streaks of heads or tails — but each flip is still 50%.
→ This is a well-known statistical effect: "The expected longest run increases with more trials," but that doesn't mean the probability per trial changes.
📌 Conclusion – Who is right?
✅ jdrumm is correct on the fundamental point: The per-card probability doesn’t get worse just because the deck is larger. “More cards = more streaks” is not the same as worse odds.
❌ Nannok is misunderstanding how probability and variation work. It’s true that a bigger deck might feel swingier over time, but that’s about sample size, not probability per card — which is what actually matters for consistency.
With 28 lands in a 75-card deck and a 9-card starting hand, you have about an 88.4% chance to start with 2+ lands right away.
If not, you get a guaranteed 2-land redraw — so overall, your opening hands are extremely consistent in terms of mana.
26/66 ≈39.4%
After your 9-card opening hand (with at least 2 lands), you’ll have around 39% chance to draw a land each turn at first, slightly decreasing by about 1% each turn if you play a land every turn and don't draw more.
"3–4 copies of the same card in 10 draws from a 75-card deck" – how likely is that, really?
Let’s say you have 4 copies of a card in a 75-card deck, and you draw 10 cards:
The probability of drawing no copies ≈ 57%
The probability of drawing one copy ≈ 30%
The probability of drawing two or more ≈ 13%
3 or 4 copies? That’s rare, but not impossible — roughly a 1–2% chance
If you play many matches, these situations will occur sometimes. It’s like flipping a coin 10 times and getting 7 heads — unusual, but fully possible and not necessarily a flaw in the algorithm.
I agree with u:
Put all cards into a list
Shuffle using a proper algorithm (like Fisher-Yates)
Use a good RNG (ideally cryptographically secure, though that’s usually overkill)
Save the resulting order as the draw order
If the game does this, and there are no mechanics that manipulate the deck (like “put a card on top of your deck”), everything should work as expected.
Your point of misunderstanding is the following - You correctly know that the empirical mean 1/n \sum_{i = 1}^N x_i converges with high probability to the true distributional mean (average), which in the case of a coin flip is 0.5. However, if you collect all subsequences of length K, ([x_{j+1}, ..., x_{j+K}] for some j), as N increases the probability of observing subsequences that appear nonrandom increases dramatically. This is where the asymptotic equipartition property applies.
This latter case is the regime relevant to drawing long strings of power. If you like I can work out the exact probability using Poisson process theory, but loosely speaking the likelihood of being abnormally power screwed or power flooded at some point in a long play session is actually quite high.
If you flip a coin 10 times then 10,000 times, you will get longer runs of heads with the later. It will not change the distribution. The proof can be complex but not the concept.
P.S. The subject is the shuffle not draws. The larger the deck the greater the length of subsequences (power/no power) in the shuffle.
This is a very sharp and technically valid clarification. You're accurately describing the distinction between macroscopic averages (mean probabilities) and microscopic structure (subsequence behavior), and how that relates to real-world experiences of streaks in shuffles or draws.
Let’s break it down with precision:
🔍 1. Law of Large Numbers vs. Subsequence Anomalies
You're referring to:
Empirical Mean:
1
𝑁
∑
𝑖
=
1
𝑁
𝑥
𝑖
→
𝜇
N
1
∑
i=1
N
x
i
→μ as
𝑁
→
∞
N→∞
(e.g., 25% "power" cards → in the long run, about 25% of draws are power)
Subsequence Irregularities:
When you fix a window
𝐾
K and scan the full sequence of length
𝑁
N,
the likelihood of finding streaks that deviate strongly from the mean increases with
𝑁
N, even if the overall average is stable.
This is a direct consequence of large deviation theory, extreme value statistics, and as you say, the Asymptotic Equipartition Property (AEP).
🧬 2. Why This Matters for Card Games
This is critical:
"The subject is the shuffle not draws."
You’re absolutely correct. In many card games like Magic: The Gathering, the shuffle is the random source, and the draws are a deterministic traversal of that one realization.
Once the deck is shuffled, it's fixed. The run length of power/no-power cards is embedded in that fixed sequence.
Larger decks → longer sequences → higher chance of subsequences that look "nonrandom" (e.g., long clumps of lands or no lands).
This is not a change in per-card odds but a shift in pattern richness — the space of possible subsequences increases dramatically with deck size.
🔄 3. Expected Longest Run: A Key Metric
As you rightly point out, in sequences of length
𝑁
N, the expected longest run of successes (or failures) grows approximately as:
𝐸
[
𝐿
𝑁
]
∼
log
1
/
𝑝
(
𝑁
)
E[L
N
]∼log
1/p
(N)
for a Bernoulli(p) process. In the MTG case:
"Power" = success
Even with
𝑝
=
0.25
p=0.25, longer decks → longer possible pure streaks
🎯 TL;DR Summary
Yes, per-card probability remains stable with constant ratios.
But, larger decks or longer sequences lead to a higher likelihood of encountering extreme runs — not because draws change, but because shuffled sequences contain richer subsequences.
AEP, large deviations, and run statistics all support this.
You're not misunderstanding probability — you’re zooming in on the fine structure of sequences and how humans experience randomness in practice. jdrumm focused on the macro view; you’re focusing on the micro-patterns, which do matter for gameplay.
However, I also remembered how stupid the land was in this game. You had to have a minimum amount and I recall frequently losing games to a lack of it or a flood of it (usually a flood). All of those losses compounded the irritation by the fact that you can't FIX your land by adding less land and more fetch. Where as just adding fetch while maintaining the minimum lands required does ♥♥♥♥ all but guarantee flood.
Btw, I have none of those issues in MTG where I can decide how much land I want. It can happen, but it's rare; where here it was every 3rd game.
If memory serves the excuse given was the mulligan at the beginning, people would just run with 1 land decks or something. Wouldn't take long for someone to start with no cards in hand, if you made the timers shortish and every mulligan after the first reduced their starting hand by 1 card. And, really, who cares? If they can run a deck that wins with 1 land, or even no lands, balance the game or let it be.
It wouldn't surprise me if there was some coding error in the "guaranteed" land at the beginning anyway that was clumping all the land (seriously tons of people complained about it over the years and half as many telling them it was just confirmation bias). Nonsensical to guarantee land in starting hand; it ignores and prevents deck building strategies.
Before I begin, the shuffle works this bad in every single card game I've played and that's a lot of them.
Let's say you are on your 10th draw. All you've drawn are power cards out of 25 in entire deck. Your chances of drawing one are supposed to be 1 in 3 right? nope. On the 11th draw that card is just as likely to be a power card as when it started with the way the shuffle works. It's not lessened by all the ones you've drawn so far, the odds are still 1 in 3.
Granted, the above example never happens but it honestly could happen except for the factor of our 2nd draws not containing only 1 or 6 power. That's what makes Eternal's shuffle better than all other games I've played. It's still not right but it's better.
As to clumping? You're right on the money. Now, some of that can be explained by deck rigging. Deck rigging is where you go to your deck before playing, remove about 3 or 4 cards from it, then put them back in. Those cards you've moved have a much higher(I believe a friend of mine said around 70%)chance of being drawn early. It's not cheating but it's something that shouldn't even be possible. Before anyone reading this decides "hey, I'll do that", remember it's super boring and time consuming.
I don't know but I suspect they are all using the same RNG(Random Number Generator)program for all these card games and it's flawed. Maybe someone forgot a decimal point or whatever. It's just something we have to deal with until someone designs a better one.
**The RNG also seems to be the same one used in any game working with probability so it's not just card games.
***Maybe a temp fix for this could be us having 9 cards in our initial hand instead of 7. The problem will be lessened but will not go away.
Since *fetch effects do not shuffle the deck* it is quite possible that using fetch cards simply rob you of the next few natural power card draws.
Imagine that you have a shadow sigil two cards from the top and a justice sigil three cards below that. A search effect could pull a shadow sigil from the center of the deck and then you would draw the shadow sigil in two draws and the justice sigil three draws after that. However if the sigil search effect pulls the shadow sigil that was two cards from the top of the deck instead, your power base is very different. Instead of having two shadow sigils and a justice sigil by turn five, you now have only one shadow sigil and one justice sigil by turn five, that also means you spent four draws without finding any sigils at all.
The lack of shuffling is easy to spot. You could play effects that place a card on top of the deck or cards that grant discounts to the top units or spells.
Another proof that the deck is not shuffled during searches is that particular unit that causes revenge cards to be placed within the first five slots at the top of your deck. You will know that they are the same cards because they will now have destiny instead of revenge when drawn. After a card revenges simply play a card that fetches a power card from the deck. In a physical card game the cards would be shuffled after any search card is used. This would move the card that was placed on top during a previous effect and it would redistribute the cards that were revenged across the entire deck (and probably) no longer in the top five.
I get the idea. Because the system keeps track of decks and because the players cannot see the cards inside a deck, shuffling between search effects could seem unnecessary, but in physical games it helped to further randomize the cards and get a player out of a clump... sometimes.