

Might heros with Magical Specialty?
So many heroes in this game are might heros with damaging magical abilities? Im confused of this reasoning.
Its like giving Craig Hack Chain Lighting ( Homm3 reference)
Anyone having success with them?
Eg fireball might hero or hero that increases magic damage per level is also a might hero.
Optimal Event Guessing Guide Here <-----
Since I'm the math guy figured i would make the optimal math guide here. Like how Wordle has the optimal guess in ADIEU to figure out where the vowels go we have optimal guesses here.
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- optimal first guess according to the data would be Zero Gardna.
Warrior / 0 atk /0 def/ Earth/ orange effect boarder//level 4 (Zero Gardna 0)
- Fiend/ 1500 atk / def 2000 / fusion/ level 6/ Dark
(D/D/D Alfred the Divine Sage King)
Machine /1000 atk /100 Def / light/ XYZ / rank-level 1/ (numeron gate:ekam)
Dragon/ 1200 atk/ 700 def/ normal / level 3 / wind (Baby Dragon)
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No need to go further because here you should have enough clues to guess it by turn 6.
We only need to solve figure out 3 complete cards in 7 days to get ALL the gems so this should help! Also this is without using any clues so if your still struggling you cam use those.
If you disagree for some reason or there is some here are other strategy you think is better please mention the Seal or im going to assume you didnt read the whole thing and didnt analyzed the attached picture data from my metaltronus guide which is directly relevant to this video. (Were never escaping the allegations)
Hope this was a good aid! The last math post i made for the lottery we hit that with a 1 match so I like these little brain math events 🧠 .
Certain Decks get much more chance to do things going 2nd that they couldn't do on a mathamatical normal basis.
Think Ghoti which had to banish 2 OTHER fish from hand to do a turn 0 combo! That additional card GREATLY aids ghoti players being able to do this turn 0 3 card combo!
Other weird combos are jurrac Transendasaurous turn 0 combo with Jurrac Megalo which can now go into jurrac meteor turn 0. Just really fun stuff.
This also aids archtypes like Floo that have very few normal summons. Or even archtypes like
HOWEVER, the downsides are alot of T0 decks that can play on your turn get greatly buffed as well. K9, VS has more elements in hand, Dracotail has more Dtail monsters for T0 plays as well, Kewl Tune with more plays etc.
Also dedicated going 2nd decks get their techs more. More lava golems or spells for skystriker/tenpai or meikanko lavagolem.
On the flip side its more 2500 cards to match for decks like Regenesis! Or more Tribute fodder for T3 and below ritual decks.
All in all I think this SHOULD be implemented and just some of the T0 decks can be tuned up a bit more. Actually think this GREATLY brings the games WR very close to 50/50%. In fact i think going 2nd is better here. (in some formats going 2nd had better WRs then going 1st. i.e. unbanned tenpai format)
either way the extra card going 2nd has alot of implications and really good discussion. What are your thoughts?