In addition to the 50-some cards I added to version 1.3 of Deck Simulator for Hearthstone, I also included a new feature where detailed statistics are tracked for each card and displayed in the “Game log” window at the end of the simulation, organized by deck.
I’ll give a few examples to explain what these statistics mean and how to interpret them:
- (Fireball): draw = 72%, play = 54%, att = 0%, died = 0%, dam = 3.268232
I think most of you already know “Fireball”, but just in case it’s a neutral spell that deals 6 damage to any minion or player for a cost of 4.
“draw” here represents the percentage of games in which a Fireball card was drawn. This includes even if the card is redrawn initially, or if the card is drawn and not used. Generally speaking, this number is a function of the number of the card in the deck (either 1 or 2) and how long the average game lasts. It doesn’t mean too much on its own, but is useful when combined with the other stats.
“play” here represents the percentage of games in which Fireball is played (cast). It must be less than or equal to the “draw” figure, since you can’t typically play a card without drawing it (except for a few special cases). If this figure is much lower than “draw”, then that usually means there wasn’t frequently enough mana to play the card or a good opportunity to play it.
“att”, “died” represent the number of times this card attacked or died in a game. It only applies for minions and is therefore 0% for spells like Fireball. “att” can be higher than “play” since a minion can attack several times a game if it stays alive or has windfury.
“dam” represents the total amount of damage this card dealt on average in all simulated games in the current run. For cards like spells you can sometimes figure this out from the other statistics (i.e. for this card we see that 6 x 0.54 = ~3.2), but for minions this number is a bit tricker since it includes damage both from battlecries, deathrattles, as well as attacking.
- (Ragnaros the Firelord): draw = 71%, play = 52%, att = 0%, died = 21%, dam = 7.480020
Ragnaros, one of my most favorite cards, is a unique case since it is a minion but can’t attack, and so “att” statistic is 0%. However, since it does deal 8 damage at the end of your turn, the “dam” statistic is non-zero (around 7.5).
If you think about these statistics can you can draw some conclusions. For example, Ragnaros deals 8 at the end of each turn, yet it dealt around 7.5 on average. Putting this together with the fact that it was only played around half of games (52%), this implies that it dealt damage roughly twice per game, and was alive about two turns.
However, since it only died less than half of the time it was played (21% vs 52%), why didn’t it typically live more than two turns? Easy – this means that the game tended to end around two or three turns after Ragnaros was played, and I’m betting it was often in favor of the player who managed to play this great card.
- (Elven Archer): draw = 64%, play = 63%, att = 38%, died = 58%, dam = 1.183317
In the case of Ragnaros, the card was played roughly 73% of the time (= 52%/71%) it was drawn, which is actually pretty high considering it costs 8. But if you look at Elven Archer (1 1/1 for cost of 1 with 1 damage during battlecry), it was played roughly 98% (= 63%/64%) of the time. This makes sense because it’s cost is so low.
With only a one in toughness, it died most of the time (58% / 64% = 90%) and only managed to deal 1.18 damage per game. This translates to 1.18 / 63% = 1.873 damage when it was played, and 1.0 of that is from the battlecry. However you shouldn’t jump to conclusions that this card was useless since it did so little damage-wise, because that would discount the preventative effect it might be having to kill enemy attackers or other minions that are part of dangerous combos.
You may be wondering why the draw rate is not higher than Ragnaros, the reason is because I have only one of this card in the deck (same as Ragnaros).
These stats take some time to understand but I’m hoping many people will find them useful or at least interesting. For starters you can use the damage stat to see which cards are pulling their own weight and which are slacking, and tweak your deck to improve your overall win rate. And if you get creative, the sky is the limit!