it's really not 9 points for 7 prov and I've never seen anyone try to put it that way before. It doesn't even make sense to call it 9 opints for 7 prov. that is not what the trio is. it's really more like 9 points 21 prov but lets you play a 23 card deck
Might need to change the title to, Maths what is it good for.
I'm very on board of them being probably still being too good, or more just the only neutral good thinning, but they aren't 9 for 7.
Provisions aren't like mana in MTG; you're not "spending" provisions when you're putting a card on the board. You can play anything you want in Gwent at any point during the round; there's no risk of not having enough mana in order to play a more expensive card. It only implies that your deckbuilding is more limited when you're including the Witchers. This doesn't really matter as stated previously since you're not going to be playing your whole deck. So you might as well include the trio that will net you the points every time rather than 3 separate cards that you won't always get to benefit from.
View the Witcher that you play as spawning the other 2; that's practically what it is. You're not reaching the bottom of your deck; there's no downside to it. I'll stand by my numbers and you can stand by yours.
The argument of only playing 75% of your deck and then cherry picking which cards get counted is wrong, and by the way, once you have build your deck the provisions are completely inconsequential once the game starts, so there is no such thing as provisions outside of deckbuilder.In terms of putting points on the board it does (the math) indeed work like that.
Deckbuilding space and putting points on the board are 2 mutually exclusive things. This holds true because you're not playing all 25 cards in a game with the vast majority of builds. Until (and if) the game allows you to go through your whole deck so that every cards' points are accounted for, there is little room to argue a lack of utility from the trio. Their value can only be legitimately questioned under this type of scenario.
As the game stands, it's about how many points you're bringing on the board on average per round and how consistently you can do it. You can bring more points on average with the Witchers because you have a higher probability of having 1 in hand and because the play is purely proactive. They have a good point per provision ratio and they allow you to get those points pretty easily given the high consistency.
This is also why we see Assire and Roach so often. The same theory applies.
provisions are completely inconsequential once the game starts, so there is no such thing as provisions outside of deckbuilder
Provisions aren't like mana in MTG; you're not "spending" provisions when you're putting a card on the board. You can play anything you want in Gwent at any point during the round; there's no risk of not having enough mana in order to play a more expensive card.
Deckbuilding space and putting points on the board are 2 mutually exclusive things. This holds true because you're not playing all 25 cards in a game with the vast majority of builds.
So I assume you play the ~16 highest points per prov cards you can jam in a deck right? because hey that's how many cards you're going to play. That's literally just a stupid argument that is not the correct reason for why the witchers are good.
The argument of only playing 75% of your deck and then cherry picking which cards get counted is wrong, and by the way, once you have build your deck the provisions are completely inconsequential once the game starts, so there is no such thing as provisions outside of deckbuilder.
The math does indeed require to take into account the other above 4 provision cards you have to run.
In case you want to take the fact you (usually) do not draw your entire deck you have to consider the average/expectation value, which is defined as the Sum over all events, multiplied by their likeliness.
In this case that means you have to take the total points you can get and multiply them with the fraction of deck you will see.
These cards force you to play 3 7 provision cards, which get thinned as the combo gets used, which is mutually exclusive to Assire, which (like Ghoul) just relies on grave setup, you do not consume a resource from your deck.
The Witcher Trio plays 3 * 7 provision cards, so in the deckbuilder you use 9 = 3*3 = 3*(7-4) transformed provisions to be able to put that combo in your deck, I am not going to deny that combo has a higher average value, given that drawing it is more consistent with 3 combo starters, however you act like there is no cost of opportunity to have them in your deck to begin with and you do use up 9 of your 50 + leader provisions transformed provisions.
For the excuse of only playing 75% of your deck that implies that you will see 75% of your provisions (actually more due to mulliganing) and thus one would get 75% * (transfomed provisions) = 37.5 + 0.75 * leader provisions.
The Witcher Trio for now gets simplified as 100% consistent => expected value = (100/75) * points/transformed provisions = (4/3) * (9/9) = 1.33..., which (in terms of transformed provisions) is not exactly super high, though also not too bad.
Let us now take a card like Ghoul on Old Speartip Asleep into account, in that example we use 6 = (10-4) and 4 = (8-4) transformed provisions, and get 9 and 10 points respectively
=> (10+9) / (6+4) = 1.9 points per transformed provisions.
Of course you can argue that I should not increase the points on the Witcher Trio and lower the other effectivenesses, however that is just a relative linear transformation and does not change the relative difference between the expected value, so it does not matter.
I know about expected value and I see what you're trying to achieve.
If you're not taking into account the point per provisions given a card's effect on a board, how is it that you go about measuring efficiency when it comes to cards that I've mentioned previously (Leo & Marauder)?
You are forgetting about cards like Ihuarraquax and it wouldn't surprise me if more cards are going to be introduced that rely on provisions.
Of course I took the effect into consideration, otherwise I would say they would be a 7 provision 3 point play, which would be the worst thing in the game.
As for Marauder it is a 4
Beyond that I am not "trying to achieve" somthing, what I am saying it actually founded and you have not given me even a single argument yet why my calculations would be wrong, let alone yours being true.
I made it clear during previous posts on the same topic, however beyond that you can also look at "A take on Provisions in the deckbuilder of HC (Provision Theory)", I made a topic about that, if you have anything to add feel free to do so.What you're saying is founded? Give me a link discussing what transformed provisions are and how they are accounted for.
Until then, what you're saying (albeit it being interesting) is not factual.
It is theory as long as you debate on a theory and as is a theory is (an often complex) not practically founded construct.That's cool. I enjoy the theorizing about how provisions should be accounted for; just don't pretend that any of this has been researched thus it being founded theory.