In card games like Magic or Hearthstone, there's a lot of randomness. Sometimes you don't draw the cards you expect. A common problem for new players is that they'll focus specifically on these scenarios, and they'll say, "well, the game is just luck."
But the point of games like these are to increase your win percentage. Variance is expected. A good deck is not one that wins 100% of the time but one that, over time, increases its win percentage.
Now, whether or not a game has elements of luck, there will still be scenarios outside of your immediate control where you lose. You may not know enough to win, you may not have enough practice or discipline to win. Even in this scenario, your goal is (often) not to win every single game you play - it's over time to increase your win percentage.
Or in other words, in both a luck and skill-based world it might still be worthwhile to lose a 'game' if it means you can win two in the future. In particular, this comes up a lot in entrepreneurship - a good entrepreneur is one who harnesses variance to their advantage, rather than focusing on just the immediate challenge or project in front of them.
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Note that I don't believe this is universally true. It's true for some games, and it's an important point to learn if you're trying to deal with variance. However, there are certain scenarios where failure is incredibly costly, and you can't focus on the long-term in those scenarios. So, overall it's good advice, but you should still take it with a grain of salt.
It doesn't make a lot of sense to apply yourself to areas where 90% of the result is determined by luck (unless you truly enjoy it).
I mentioned above that there are scenarios where failure is incredibly costly, but the opposite is sometimes also true. Job hunting comes to mind.
I use luck to describe anything with variance that I can't control. So by that measure, job hunting has a ton of luck involved. But I don't need to have a good win rate for job applications - I just need one job application to succeed.
That's something I can play the odds with - if I have a 10% chance of getting hired at any given company, I can send out 10 applications and have... what, a 60% chance of getting hired? I'm bad at math, but you get the point.
In Hearthstone terms, aggressive decks also used to use this strategy as well. I don't know if this still works, but at one point at least all a deck needed was a >50% win rate and enough games to hit legend because wins gave you more points than losses removed. Something like that, I forget the exact mechanic.
People would play decks that won or lost based on randomness very early - their overall percentage was pretty bad, but because they were just effective enough, and because their games were incredibly fast, players could take advantage of the fact that (at least at the time) wins were more valuable than losses.
Again, take that with a grain of salt. This wouldn't hold true for games where you get limited tries, or where losses matter a lot more than wins, etc. You have to figure out whether or not it makes sense for the specific 'game' you're playing.
For anyone interested, it's that you gain/lose 1 "star" with each win/loss. And if you're on a "win streak", you gain extra stars, but never lose extra stars for being in a losing streak. So a win on average is slightly more than 1 star when you consider streak bonuses.
So you get a deck with roughly 50% winrate that can play matches as fast as possible. And then hope that in your 50/50 coin flip of a game, you end up getting "heads,heads,heads,tails,tails,tails" instead of "heads,tails,heads,tails,heads,tails". And it turns out doing this quickly can rank you up faster than slow games with a much higher winrate.
But also to your point, in Hearthstone terms reducing your randomness is also a significant part of strategy. For example a deck I run now has a card "Draw the lowest cost minion from your deck".
This card is valuable not just because it instantly puts a monster in my hand, but because it also gets it out of my deck. Reducing the chance that I will draw a low-cost minion in the late game, increasing my odds of drawing the high-cost cards I do want.
Like if you were playing Blackjack and had the option to "remove a 2 from the deck". Super useful when you want a face card. Not useful at all when you're holding a 17.
Those actors might take steps to maximize those states, and their success or failure in the short term (ie. the duration of their own life) can easily be considered "winning".
In the context of life, it is ok to lose. It is ok to not be the best, to not ever find your niche, to never really feel like you've succeeded, be lazy, or make mistakes. It's even ok not to give it your all. You don't have to be the winner, it's ok just to be.
https://twitter.com/jordanbpeterson/status/82497106398146150...
Would anyone be able to help unpack this? I feel there is some depth to this idea but am not quite making the connection.