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Monty Hall Problem


JessicaJess

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Monty Hall Problem

 

Quick-Play Spell Card

 

L6fwZ.jpg

 

Long Version Below:

 

Monty Hall Problem

 

Quick-Play Spell Card

 

If this card was set this turn: You can activate this card. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation. After this card's activation, You must select 1 Monster Card and 2 Spell or Trap Cards in your Graveyard. Then, your opponent must place selected 3 cards in face down. Then, you must select 1 selected face-down card. Then, your opponent must select other 1 Spell or Trap Face-Down Card, then reveal it. Then, you must select 1 selected face-down card. Then, your opponent must select other selected face-down card, then reveal it. If it was a selected Monster Card that you select, then you can draw 1 card from your Deck, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. If it was a selected Spell or Trap Card that you select, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation. During either player's turn: If this card is in your Graveyard: You can activate this card from your graveyard, then you can banish this card from your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation.

 

Short Version Below:

 

Monty Hall Problem

 

Quick-Play Spell Card

 
If this card was set this turn: You can activate this card. After this card's activation, Select 1 Monster Card and 2 Spell or Trap Cards in your Graveyard. Then, your opponent must place selected 3 cards in face down. Then, select 1 selected face-down card. Then, your opponent must select other 1 Spell or Trap Face-Down Card, then reveal it. Then, select 1 selected face-down card. Then, your opponent must select other selected face-down card, then reveal it. If it was a selected Monster Card that you select, then draw 1 card from your Deck, then draw 1 card from your Deck, then send this card to your Graveyard. If it was a selected Spell or Trap Card that you select, then draw 1 card from your Deck, then send this card to your Graveyard. During either player's turn: If this card is in your Graveyard: You can activate this card from your Graveyard then banish this card from your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation.

 

 

First Link: http://en.wikipedia.org/wiki/Monty_Hall_problem

 

Second Link: http://forum.yugiohcardmaker.net/topic/306932-monty-hall-problem/

 

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First Revised Effects Below:

 

Long Version Below:

 

Monty Hall Problem

 

Quick-Play Spell Card

 

If this card was set this turn: You can activate this card. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation. After this card's activation, You must select 1 Spell Card and 2 Trap Cards in your Graveyard. Then, your opponent must place selected 3 cards in face down. Then, you must select 1 selected face-down card. Then, your opponent must select other 1 Trap Face-Down Card, then reveal it. Then, you must select 1 selected face-down card. Then, your opponent must select other selected face-down card, then reveal it. If it was a selected Spell Card that you select, then you can draw 1 card from your Deck, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. If it was a selected Trap Card that you select, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation. During either player's turn: If this card is in your Graveyard: You can activate this card from your graveyard, then you can banish this card from your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation.

 

Short Version Below:

 

Monty Hall Problem

 

Quick-Play Spell Card

 

If this card was set this turn: You can activate this card. After this card's activation, You must select 1 Spell Card and 2 Trap Cards in your Graveyard. Then, your opponent must place selected 3 cards in face down. Then, you must select 1 selected face-down card. Then, your opponent must select other 1 Trap Face-Down Card, then reveal it. Then, you must select 1 selected face-down card. Then, your opponent must select other selected face-down card, then reveal it. If it was a selected Spell Card that you select, then you can draw 1 card from your Deck, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. If it was a selected Trap Card that you select, then you can draw 1 card from your Deck, then you must send this card to your Graveyard. During either player's turn: If this card is in your Graveyard: You can activate this card from your graveyard, then you can banish this card from your Graveyard. This card's activation and effect cannot be negated. Cards and effects cannot be activated in response to this card's activation.

 

First Link: http://en.wikipedia.org/wiki/Monty_Hall_problem

 

Second Link: http://forum.yugiohcardmaker.net/topic/306932-monty-hall-problem/

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Oooooo...kay..... so, if I read this right, this basically happens, in this order:

  • You pick a monster and 2 Spell/Trap cards from your Graveyard.
  • Put them face-down on your opponent's side of the field.
  • You pick one of those cards.
  • Your opponent picks one of those cards, but it must be a Spell/Trap card. Reveal it for some reason.
  • You pick the last card.
  • Your opponent also picks the last card (?)
  • Look at the cards.
  • If the last card picked was a monster, draw 2 cards (it says draw 1 twice. I would assume it's a typo, but if it is, then this does the same exact thing as if a S/T was picked).
  • If the last card picked was a S/T, draw one card.
  • You can activate this card again from the Graveyard, but then this gets banished.

So, this boils down to being able to draw a card (or two) per activation, and each card counts as two activations. I would normally be against being able to draw 4 off a card without any restrictions or drawbacks whatsoever, but you made it so complicated that I don't care! Hahaha, no, not really. It's a really complicated Pot of Greed, or probably two of them. Plus, it can't be stopped at all. And if I didn't read the effect wrong, you get to choose if the last card picked is a monster or a S/T, which means you have total control over this entire complicated process.

 

Change up the outcome results so that they don't all let you draw (especially since this can be activated twice apparently), and if this is going to involve your opponent putting your cards on his/her side of the field for a few seconds, then your opponent should probably get more say in what happens at the end of this process. I would say "If your opponent picks the monster, then you SS that monster. If your opponent picks a S/T card, add that card to your hand," BUT you only are messing around with three cards, and the chances of picking three powerful cards are pretty high, and every choice would screw your opponent over.

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Oooooo...kay..... so, if I read this right, this basically happens, in this order:

  • You pick a monster and 2 Spell/Trap cards from your Graveyard.
  • Put them face-down on your opponent's side of the field.
  • You pick one of those cards.
  • Your opponent picks one of those cards, but it must be a Spell/Trap card. Reveal it for some reason.
  • You pick the last card.
  • Your opponent also picks the last card (?)
  • Look at the cards.
  • If the last card picked was a monster, draw 2 cards (it says draw 1 twice. I would assume it's a typo, but if it is, then this does the same exact thing as if a S/T was picked).
  • If the last card picked was a S/T, draw one card.
  • You can activate this card again from the Graveyard, but then this gets banished.

So, this boils down to being able to draw a card (or two) per activation, and each card counts as two activations. I would normally be against being able to draw 4 off a card without any restrictions or drawbacks whatsoever, but you made it so complicated that I don't care! Hahaha, no, not really. It's a really complicated Pot of Greed, or probably two of them. Plus, it can't be stopped at all. And if I didn't read the effect wrong, you get to choose if the last card picked is a monster or a S/T, which means you have total control over this entire complicated process.

 

Change up the outcome results so that they don't all let you draw (especially since this can be activated twice apparently), and if this is going to involve your opponent putting your cards on his/her side of the field for a few seconds, then your opponent should probably get more say in what happens at the end of this process. I would say "If your opponent picks the monster, then you SS that monster. If your opponent picks a S/T card, add that card to your hand," BUT you only are messing around with three cards, and the chances of picking three powerful cards are pretty high, and every choice would screw your opponent over.

 

No. This is not a typo.

 

False. You do not have total control over this entire complicated process.

 

Also, it is 66% (Percent) chance to draw to 2 draw if switching cards.

 

But the way, Do you know how to play "Monty Hall Problem"?

 

Link: http://en.wikipedia....ty_Hall_problem

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No. This is not a typo.

Then what is the point of "Draw 1, then draw 1" when you could just say "Draw 2?" 

False. You do not have total control over this entire complicated process.

The text was just way too confusing to understand it properly. Mainly because it looked like you would know where the monster is because of the whole frontrow/backrow thing.
 

But the way, Do you know how to play "Monty Hall Problem"?
 
Link: http://en.wikipedia....ty_Hall_problem

You could cut out the game show suspense by getting rid of the part where you select a card so your opponent can't reveal it should it be a monster. Just have your opponent reveal one, then pick from the remaining two. In fact, you could do away with the whole revealing thing too, but that would go against the whole thing and reduce the chance of getting right to 33% (but then again, you draw anyway should you lose and you can activate this twice).

Still, even if it is a 25% chance, this card's potential to draw 4 cards is just asking for trouble. Hence the whole suggestion to change the rewards around a bit.
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Then what is the point of "Draw 1, then draw 1" when you could just say "Draw 2?" The text was just way too confusing to understand it properly. Mainly because it looked like you would know where the monster is because of the whole frontrow/backrow thing.
 You could cut out the game show suspense by getting rid of the part where you select a card so your opponent can't reveal it should it be a monster. Just have your opponent reveal one, then pick from the remaining two. In fact, you could do away with the whole revealing thing too, but that would go against the whole thing and reduce the chance of getting right to 33% (but then again, you draw anyway should you lose and you can activate this twice).

Still, even if it is a 25% chance, this card's potential to draw 4 cards is just asking for trouble. Hence the whole suggestion to change the rewards around a bit.

 

The point is you can "draw 1 card, then draw 1 card" is better than "draw 2 cards.".

 

The text is not too confusion to understand it properly if you know how to play "Monty Hall Problem".

 

You would not know where the monster is because of the whole front row and back row thing because the "Magical Hats".

 

Link: http://yugioh.wikia.com/wiki/Magical_Hats

 

False. It is 66% (Percent) Chance to draw 2 cards if switching cards.

 

False. It is 33% (Percent) Chance to draw 4 cards if switching cards.

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The point is you can "draw 1 card, then draw 1 card" is better than "draw 2 cards.".

Fine, if you want to overcomplicate things. There are little, if not no, scenarios where drawing 1 twice is better than just drawing 2.

The text is not too confusion to understand it properly if you know how to play "Monty Hall Problem".

You're making this card with the presumption that everyone who plays Yugioh knows about the game show thing. Basically, you're saying "If they don't know about it, then too bad."

You would not know where the monster is because of the whole front row and back row thing because the "Magical Hats".Link: http://yugioh.wikia.com/wiki/Magical_Hats

Except Magical Hats Summons the Spells/Traps as monsters during the Battle Phase it gets used in. This just says "your opponent must place selected 3 cards in face down."
 

False. It is 66% (Percent) Chance to draw 2 cards if switching cards.

Even though the wiki article says so too, my sense of math is saying otherwise. If your opponent reveals one that is incorrect, then there are only two choices, with one being right. In a case where one is correct and one is wrong, you have a 50% chance of getting it correct and an equal chance of getting it incorrect. By revealing one of the wrong answers, it becomes completely disregarded and the chooser makes his/her decision based on the two that have yet to be unveiled.

False. It is 33% (Percent) Chance to draw 4 cards if switching cards.

See above. And even if it is somehow a 33% chance, that's even more than the previously mentioned 25%, and should you not be able to draw 4 cards, you have a 50% chance of drawing 3 cards, and a 25% chance of drawing only two. This card guarantees you a Pot of Greed, with an easy chance of drawing even more cards than Pot of Greed. Furthermore, it can't be negated like Pot of Greed could.
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Fine, if you want to overcomplicate things. There are little, if not no, scenarios where drawing 1 twice is better than just drawing 2.You're making this card with the presumption that everyone who plays Yugioh knows about the game show thing. Basically, you're saying "If they don't know about it, then too bad."Except Magical Hats Summons the Spells/Traps as monsters during the Battle Phase it gets used in. This just says "your opponent must place selected 3 cards in face down."
 Even though the wiki article says so too, my sense of math is saying otherwise. If your opponent reveals one that is incorrect, then there are only two choices, with one being right. In a case where one is correct and one is wrong, you have a 50% chance of getting it correct and an equal chance of getting it incorrect. By revealing one of the wrong answers, it becomes completely disregarded and the chooser makes his/her decision based on the two that have yet to be unveiled.See above. And even if it is somehow a 33% chance, that's even more than the previously mentioned 25%, and should you not be able to draw 4 cards, you have a 50% chance of drawing 3 cards, and a 25% chance of drawing only two. This card guarantees you a Pot of Greed, with an easy chance of drawing even more cards than Pot of Greed. Furthermore, it can't be negated like Pot of Greed could.

 

"Magical Hats" did not summon them. Also, "Magical Hats" did set them.

 

Your math answer is still wrong.

 

There are "Monty Hall Problem" Videos on YouTube.

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"Magical Hats" did not summon them.

They still become monsters for that Battle Phase. But this entire thing is beside the point, the point is that Magical Hats has a way to shuffle up the monster with the Spells and Traps to make a guessing game to catch the monster. This, on the other hand, probably does not.
 

Your math answer is still wrong.

You could have actually tried to point out what I could have disregarded in the article instead of saying "no" over and over. :| Besides, saying it's a 66% chance of being a Pot of Greed (and a 33% chance of being Jar of Greed) makes this even more broken than if it were a 50% chance to draw 2. It also significantly increases the chance that this lets you draw 4, and given the chance to draw 2 is higher than the chance to draw 1, this would be drawing four cards pretty often. A single card shouldn't be drawing four cards at a time, even if it is in four intervals of 1 card at a time separated into two different activations. It's even worse in this case because there is a 100% chance that you get at least a +1 in card advantage. This would lead to a +3 without any real drawbacks or requirements for the person who played the card. If anything, you would need to put three cards in the Graveyard, which is easy enough to pull off that it happens even if you're trying not to make it happen.

There are "Monty Hall Problem" Videos on YouTube.

Eh. They would probably bore the socks off of the typical 10-year old, and that's if the child even comes up with the bright idea on looking up how to play the card.

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They still become monsters for that Battle Phase. But this entire thing is beside the point, the point is that Magical Hats has a way to shuffle up the monster with the Spells and Traps to make a guessing game to catch the monster. This, on the other hand, probably does not.
 

You could have actually tried to point out what I could have disregarded in the article instead of saying "no" over and over. :neutral: Besides, saying it's a 66% chance of being a Pot of Greed (and a 33% chance of being Jar of Greed) makes this even more broken than if it were a 50% chance to draw 2. It also significantly increases the chance that this lets you draw 4, and given the chance to draw 2 is higher than the chance to draw 1, this would be drawing four cards pretty often. A single card shouldn't be drawing four cards at a time, even if it is in four intervals of 1 card at a time separated into two different activations. It's even worse in this case because there is a 100% chance that you get at least a +1 in card advantage. This would lead to a +3 without any real drawbacks or requirements for the person who played the card. If anything, you would need to put three cards in the Graveyard, which is easy enough to pull off that it happens even if you're trying not to make it happen.

Eh. They would probably bore the socks off of the typical 10-year old, and that's if the child even comes up with the bright idea on looking up how to play the card.

 

The point is that "Monty Hall Problem" has a way to shuffle up the monster with the Spells and Traps to make a guessing game to catch the monster. 

 

This, on the other hand probably does. Also, It is a guessing game.

 

What is a point of "Realistic Cards - Single Cards"?

 

"First Revised Effects Below" at 9:21:59 PM - Pacific Daylight Saving Time (PDT) on September 20,2013 (Friday) - Initial Bump During Third 24 Hours (Third Day).

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"First Revised Effects Below" at 9:21:59 PM - Pacific Daylight Saving Time (PDT) on September 20,2013 (Friday) - Initial Bump During Third 24 Hours (Third Day).

 

Bump at 10:31:59 PM - Pacific Daylight Saving Time (PDT) on September 20,2013 (Friday) - Initial Bump During Third 24 Hours (Third Day).

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  • 2 years later...

http://forum.yugiohcardmaker.net/topic/341595-written-monty-hall-problem-first-revised-card-written/?do=findComment&comment=6723440

 

Read this, not going to bother rewriting or copypasting my discussion of how idiotically sheet this card is.

And after all, this account is a dupe of the other, or maybe vice versa, w/e.

And it's pretty much the exact same card anyways.

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