Trick Totem is a new Shaman/Mage card introduced with Scholomances Academy. What are the chances of getting a 'good' or 'bad' spell, that cost between 0-3 mana? Cards that have a chance of killing your minions or others will be labelled as Risky. One of the most important thing is how many minions are on board, some cards benefit from having just your minion up, example. Trick Totem + Totemic Reflection is very very good, but runs the risk of applying to one of the enemy minions if there is more than just the Trick Totem. Because of this, and that I'm too lazy to find out the exact details, I will just say +5% and -5% to each side of the statistics I find with this simple comparison will be enough.
So as you can see, by my poor visual observations and judgement. We have:
110 'Good spells' that would impact you in a positive way.
78 'Risky spells' that could impact you in both a negative or positive way
and 20 'Bad spells' which would do absolutely nothing or hurt you indefinitely in some way.
What I will do is move all the 'Risky spells' into the 'Bad' category.
So now we have 98 'Bad spells'
110 Good spells, 98 bad spells. 208 spells.
52.9%= 110/110+98*100%
47.1%= 98/98+110*100%
So from now on, whenever you play a Trick totem, you can be confident that you will roughly have a 52.9% chance of rolling something good and a 47.1% of rolling something bad. This is assuming that all 'Risky spells' impact you in a negative way.
Edit: If I've made a bad decision let me know in the comments and ill change it. Thanks.
If you define the 'bad' spells as those which would do nothing then how are Innervate and Blur good? They give you nothing at the end of the turn. Commanding Shout and Crystalsong Portal - bad? It's draw 1 and random 1 (or 3) druid minion. Why BEEEES!!! isn't risky? It can kill your minion. I would put Plague of Madness in risky at least since the opponent gets to use the weapon first (and can remove yours too). Also i'm pretty sure that the totem won't cast quests.
Ok thanks, wasn't aware of some of that and miss read alot of it. Your right actually, I keep thinking that they will cast quests but its always secrets now I think of it. Update incoming.
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Trick Totem is a new Shaman/Mage card introduced with Scholomances Academy. What are the chances of getting a 'good' or 'bad' spell, that cost between 0-3 mana? Cards that have a chance of killing your minions or others will be labelled as Risky. One of the most important thing is how many minions are on board, some cards benefit from having just your minion up, example. Trick Totem + Totemic Reflection is very very good, but runs the risk of applying to one of the enemy minions if there is more than just the Trick Totem. Because of this, and that I'm too lazy to find out the exact details, I will just say +5% and -5% to each side of the statistics I find with this simple comparison will be enough.
So as you can see, by my poor visual observations and judgement. We have:
110 'Good spells' that would impact you in a positive way.
78 'Risky spells' that could impact you in both a negative or positive way
and 20 'Bad spells' which would do absolutely nothing or hurt you indefinitely in some way.
What I will do is move all the 'Risky spells' into the 'Bad' category.
So now we have 98 'Bad spells'
110 Good spells, 98 bad spells. 208 spells.
52.9%= 110/110+98*100%
47.1%= 98/98+110*100%
So from now on, whenever you play a Trick totem, you can be confident that you will roughly have a 52.9% chance of rolling something good and a 47.1% of rolling something bad. This is assuming that all 'Risky spells' impact you in a negative way.
Edit: If I've made a bad decision let me know in the comments and ill change it. Thanks.
Good spells
Demon hunter: Consume Magic Demon Companion[card]Mana Burn Twin Slice Chaos Strike Spectral Sight Coordinated StrikeSoul Cleave Feast of Souls
Druid: Embiggen Adorable Infestation Claw Nature Studies Partner Assignment Treenforcements Worthy Expedition Breath of Dreams Dreamway Guardians Power of the Wild Rising Winds blessing of the ancient's Wild Growth secure the desk Crystalsong Portal
Hunter: Carrion Studies Demon Companion Explosive Trap Flare Freezing TrapPack Tactics Pressure Plate Scavenger's Ingenuity Snake Trap Snipe Animal Companion Deadly Shot Hunter's Pack Unleash the Hounds Misdirection Nine Lives
Mage: Devolving missle's Elemental Allies Font of Power Magic Trick Primordial Studies tomb of intellect Ancient Mysteries Apexis Smuggler Cram Session Incanter's Flow counter spell Flame WardIce Barrier Mirror Entity Netherwind Portal Spellbender Vaporize
Paladin: First Day of School Desperate Measures Eye for an Eye never surrender Noble Sacrifice Redemption Repentance Wave of Apathy Air Raid Lightforged Blessing Sanctuary Call to Adventure
priest: Lazul's Scheme Raise Dead Whispers of EVIL Draconic Studies Holy Ripple Thoughtsteal
Rogue: Bazaar Burglary dragon's horde Pilfer Togwaggle's Scheme Ambush Bamboozle Clever Disguise Dirty Tricks Plagiarize Waxmancy Headcrack
Shaman: Mutate Totemic Surge Totemic Might Forked Lightning Storm's Wrath Soul of the Murloc Far Sight Feral Spirit Lightning Storm
Warlock: Call of the Void Demonic Studies Shadow Council Sinister Deal Impferno Rafaam's Scheme Sense Demons
Warrior: Athletic Studies Boom Squad into the frey Upgrade! Battle Rage Corsair Cache In Formation! [card]commanding shout
Risky spells
Demon Hunter : Soul Sheer Immolation Aura Eye Beam
Druid: Moonfire Crystal Power Ironbark Mark of the Wild Wrath Bogbeam Mark of Nature Savagery BEEEES!!! [card]
Hunter: Arcane Shot Overwhelm Rapid Fire Corrosive Breath hunters mark Kill CommandFresh Scent
Mage: Arcane Breath Brain Freeze Ray of Frost Icicle Combustion
Paladin: Blessing of Wisdom Sand Breath shield of honour hand of adal Libram of Wisdom Subdue Gift of Luminance
Priest: Circle of Healing Forbidden Words Silence Embalming Ritual Inner Fire Renew Penance Power Word: Feast Apotheosis Breath of the Infinite Dark Prophecy
Rogue: Brain Freeze praise galakrond Betrayal Cold Blood Eviscerate Coerce Seal Fate Plague of Madness
Shaman: Earth Shock Lightning BoltAncestral Spirit Explosive Evolution Invocation of Frost Witch's Brew Lava Burst Lightning Breath Molten Blast Plague of Murlocs Serpentshrine Portal Totemic Reflection
Warlock: Demonfire Nether Breath Plot Twist Soul Shear Twisted Knowledge School Spirits
Warrior: Inner Rage improve moral Shield Slam Sword and Board Rampage Slam Sweeping Strikes Awaken! Bladestorm Ramming Speed
Bad Spells
Demon Hunter: Double Jump Blade Dance Felosophy Blur
Druid: Lightning Bloom Fungal Fortunes Savage Roar Innervate
Hunter: Tracking Bestial Wrath
Mage Evocation
Paladin: -
Priest: Shadow Madness
Rogue: Preparation Shadowstep Daring Escape Secret Passage
Shaman:
Warlock: Plague of Flames Rain of Fire Unstable Felbolt Dark Skies
Warrior:
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How is Blur counted as a good card when it is absolutely useless?
How is Feast of Souls a bad spell when it can potentially draw you cards?
I'm sure there are more, but those are just the first 2 I noticed.
Ill add blur to bad cards, and ill add feast of souls to good cards. Thanks for noticing, my eyes are everywhere after doing this lol
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If you define the 'bad' spells as those which would do nothing then how are Innervate and Blur good? They give you nothing at the end of the turn. Commanding Shout and Crystalsong Portal - bad? It's draw 1 and random 1 (or 3) druid minion. Why BEEEES!!! isn't risky? It can kill your minion. I would put Plague of Madness in risky at least since the opponent gets to use the weapon first (and can remove yours too). Also i'm pretty sure that the totem won't cast quests.
Ok thanks, wasn't aware of some of that and miss read alot of it. Your right actually, I keep thinking that they will cast quests but its always secrets now I think of it. Update incoming.
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