Magic The Gathering game Simulator

Chris-Cunningham/Manabase: A simulator that runs a

A simulator that operates a secret: The Gathering deck through duplicated tests to look for the effectiveness regarding the deck's mana.

README.md

To use the device, you will require a Python interpreter (this was tested with Python 3.4, see ) and decklists in text structure.

I'm not an expert programmer, therefore suggestions and useful criticism in regards to the device are welcome!

The result you get will state something such as: "Siege Rhino, Turn 4: 69.3percent."

What this means, properly, is:

  • If you should be regarding the play, and
  • you follow a tremendously particular mulligan method, plus doing so,
  • you wind up with a Siege Rhino within opening hand,
  • you then have a 69.3per cent possibility of casting it by turn 4.

This might really be a rather higher rate - a deck with 24 standard places just casts its 4-drops punctually 65.5% of that time period. It turns out that with only six scrylands, it is in reality feasible to conquer color issues and even surpass the mana of a deck saturated in only concepts.

  • Offered a decklist, this program shuffles the deck, draws a short hand, then just attempts all feasible outlines of play to see if any one of them cause means being castable.
  • The lines of play are imprinted to your screen for the user's examination, or played silently to gather data as soon as possible (large number of trials each and every minute).
  • Aggregate results are kept over several sets of tests and certainly will be result in text format or HTML tables.
  • An easy mulligan strategy is implemented: 7-card hands with 0, 1, 6, or 7 lands tend to be mulliganed. 6-card fingers with 0, 1, 5, or 6 places are mulliganed. 5-card hands with 0 or 5 places tend to be mulliganed.
  • Multicolored places tend to be managed correctly. Fetchlands and scrylands are implemented much more branches inside outlines of play. Fetchlands properly fetch shocks if needed. Checklands work correctly with basics and bumps.
  • The most common place situations in Khans of Tarkir standard, particularly Urborg, Tomb of Yawgmoth, Chained on Rocks, and Evolving Wilds, tend to be handled appropriately. All of KTK standard works except Nykthos.
  • Mana capabilities of cards like Elvish Mystic, Noble Hierarch, Sylvan Caryatid, and Abzan Banner tend to be implemented, but mana capabilities which have a price (example. Signets) silently provide wrong results.
  • Multiple spells could be cast per turn, e.g. a hand of three flatlands, an Abzan Banner, an Avacyn's Pilgrim, and a Wingmate Roc successfully casts Avacyn's Pilgrim change 3 and Wingmate Roc turn 4.
  • Satyr Wayfinder is implemented, and he can even get lands that get played that change, casting means that change. Courser of Kruphix works besides, and contains friendly interactions with fetchlands.
  • Benchmark figures can be exhibited, so you know that 70percent Siege Rhino on turn 4 is a really lot.
  • A comprehensive electric battery of tests ensures the results we get here tend to be precise.
  • Enable an option to scale the percentages to make certain that not making land drops doesn’t count against an enchantment's castability. (first rung on the ladder complete - we could now calculate benchmarks)
  • You will need to recognize whenever anything unsupported is in the decklist as opposed to quietly giving nonsense responses.
  • Apply card draw means.
  • Apply Nykthos.
  • Track discomfort obtained from painlands and fetches in some way; track life attained from lands and Courser.
  • Take action intelligent with sideboards.
  • X spells will most likely continually be treated like X = 0.
  • Delve and other alternate price mechanics are most likely forever overlooked. If you would like examine whether you have double blue by turn 5, substitute Dig Through Time with Tidebinder Mage inside decklist.
  • Fetching will not shuffle your library, meaning it does not precisely work correctly with scry; if it performed, another fix would be necessary to avoid “prescient fetching.” Courser's existing execution adds "scry 1" to every fetchland in play, which will be quite near to just what it does.
  • “Curving out”: If your hand is Temple, hill, then chances are you can’t cast both your one-drop and your two-drop on curve, nevertheless the system notices that you can do either one, so both will always count as castable.

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