In the initial design stages, one of the more important factors in creating the Vs. System was to limit the luck factor. Most specifically, we wanted to prevent the kind of “resource-screw” that plagues some of the most popular trading card games. This was solved by allowing players to use any card in their hand as a resource.
The luck element was contained, but far from eliminated. With every player essentially guaranteed to have a number of resources equal to the number of turns played, the ability—or lack thereof—to maximize these resources became paramount. Anyone building an aggressive Marvel deck simply has to spend every single resource point he or she is able to generate each turn, or the deck will not be successful. As a deck builder, you have more control over being able to consistently have a good draw than most players tend to think. All you have to do is crunch some numbers.
You will play with 60 cards total. Playing 61 or more is mathematical heresy and never a correct play; always play the lowest amount of cards allowed by the game rules. You will draw a total of six cards by the time you have to make your first play. This means you're going to see ten percent of your deck by the time you enter your first build phase. So how many 1-cost characters should you include in your deck to draw one consistently? The math says ten, but you really can't afford to spend that many slots in your deck on 1-drops. So you compromise by running six to eight 1-point characters, realizing that this will cause you to occasionally miss a play.
By the second turn, you'll have seen a total of eight cards. Two cards may seem insignificant, but they improve your odds of drawing a 2-drop in a big way. You'll only need to play between eight and nine of them to ensure consistency. By turn 3, you'll have seen ten cards in your deck, which means you only need six 3-point characters. The numbers are close enough so that you will want to keep either six or five 4-drops, and definitely go down to five 5-drops.
The concept of maximizing your resources every turn is known as the point curve, and can be mathematically represented as follows (thanks to Marc Paschover for crunching the numbers):
Deck Size: 60
Turn
1 2 3 4
Copies 1 11.7% 15.0% 18.3% 21.7%
2 22.1% 28.0% 33.6% 38.9%
3 31.5% 39.1% 46.2% 52.6%
4 39.9% 48.8% 56.6% 63.4%
5 47.5% 57.0% 65.1% 71.9%
6 54.1% 64.0% 72.1% 78.6%
7 60.1% 70.0% 77.8% 83.7%
8 65.4% 75.1% 82.4% 87.7%
9 70.0% 79.4% 86.1% 90.8%
10 74.1% 83.1% 89.1% 93.1%
11 77.8% 86.1% 91.5% 94.9%
12 80.9% 88.7% 93.4% 96.3%
13 83.7% 90.8% 94.9% 97.3%
14 86.1% 92.5% 96.1% 98.0%
15 88.2% 94.0% 97.0% 98.6%
16 90.1% 95.2% 97.8% 99.0%
Turn
5 6 7 8
Copies 1 25.0% 28.3% 31.7% 35.0%
2 44.1% 49.0% 53.7% 58.1%
3 58.5% 63.9% 68.8% 73.3%
4 69.4% 74.7% 79.2% 83.1%
5 77.6% 82.4% 86.3% 89.5%
6 83.7% 87.8% 91.0% 93.5%
7 88.2% 91.7% 94.2% 96.0%
8 91.6% 94.3% 96.3% 97.6%
9 94.0% 96.2% 97.6% 98.6%
10 95.8% 97.5% 98.5% 99.2%
11 97.0% 98.3% 99.1% 99.5%
12 97.9% 98.9% 99.4% 99.7%
13 98.6% 99.3% 99.7% 99.8%
14 99.0% 99.5% 99.8% 99.9%
15 99.4% 99.7% 99.9% 100.0%
16 99.6% 99.8% 99.9% 100.0%