I’ve been playing around with the Dreamplanner card Zephrys lately. I’m curious about how it decides which cards to offer. From what I understand, it has three different pools of cards to choose from. Does anyone know more about this? I heard the info comes from Blizzard’s API, but I’m not sure how accurate that is. Can someone explain how these card pools work and what kinds of cards are in each one? It would be great to get some insight into the mechanics behind this interesting card. Thanks!
yo, ive played with zephrys a ton and its pretty wild how smart it is. from what i can tell, it looks at ur deck, the board, and even how much mana u got. sometimes it feels like it can read my mind lol. but yeah, those 3 pools are def a thing. just dont expect it to always give u exactly what u want - its good but not perfect ya know?
As someone who’s delved deep into Zephrys’s mechanics, I can shed some light on this. The card does indeed use three distinct pools, each serving a different purpose. The first pool consists of generally useful cards that fit most situations. The second is more reactive, offering answers to the current board state. The third pool is reserved for potential game-winning plays.
Blizzard’s API does play a role, but it’s not the whole story. The card’s algorithm also considers factors like mana availability, board state, and even your deck archetype. It’s a complex system designed to offer the most impactful choices possible.
Understanding these pools can help you anticipate Zephrys’s offerings and make more informed decisions when playing the card. It’s a fascinating piece of design that adds a layer of strategy to the game.
I’ve been experimenting with Zephrys in Dreamplanner quite a bit, and I’ve noticed some interesting patterns. While the three-pool system is generally accurate, there’s more nuance to it than that.
From my experience, Zephrys seems to weigh your current health, your opponent’s health, and the turn number heavily in its decision-making process. Early game, it tends to offer more tempo-oriented cards, while late game it leans towards finishers or big swing cards.
One thing I’ve found particularly useful is trying to set up specific board states to ‘trick’ Zephrys into offering certain cards. For example, if you need a specific spell, sometimes leaving a minion at low health can prompt Zephrys to offer removal options.
It’s definitely a complex system, and I’m still learning new things about it with each game. The key is to think about what you need most in any given situation and try to guide Zephrys towards that outcome.