Greywing wrote:I double checked with the code in HD:X (which should be identical in HD:S). Random energy draining or use (as a cost for cards of abilities) works on a per-stock base instead of a per-energy base.

This means that the game will randomly select a non-zero energy stock and substract 1 energy from it and continues doing so until the full amount to be removed is reached.

So if you have 9 solar energy and 1 dark energy, there's 50% chance that either will be hit with a 1-energy drain/cost. If it were on a per-energy base, then there would have been 90% chance that solar would lose energy. So having a few structures in your single color deck that generate 1 of two kinds of energy when entering play, is beneficial if you use cards with a random element in their cost, since the chance of that random cost taking your non-primary energy stock is -relatively- high.

While a per-energy base would be more correct from a mathematical point of view, i used this approach as it makes it easier to protect against drains and to make the use of random energy cards more friendly in decks with one or two colors. Especially with the addition of more triple-color structures in HD:X.

Of course, since all of this is random, this effect is not guaranteed.

Can you explain this:

Say I got 7 and 2 , against 2 Dark Rifts. Why do the Dark Rifts always seem to drain the lowest energy type I got, in this case, my ?