# The amount of cards at which to stop considering mulligan MULLIGAN_THRESHOLD=4 # Aggro preferences (enabling these will generally make the AI attack more aggressively into potential trades) # If the following option is enabled, the AI will generally play aggressively, seeking trades on offense when possible # (the following two parameters will then be ignored) PLAY_AGGRO=false # The chance to attack aggressively into a potential trade (works even if not playing all-out aggro, e.g. PLAY_AGGRO disabled, # but only in more favorable conditions in that case - when ahead in life count and in parity or ahead in creature count) CHANCE_TO_ATTACK_INTO_TRADE=0 # When enabled, the AI will attack into trading options when it's tapped out (note that this flag is ignored if PLAY_AGGRO # is globally enabled). If disabled, the non-aggro AI will only attack into trades when it has mana open, thus having a chance # to "bluff" (or use, if available) combat tricks at the same time. ATTACK_INTO_TRADE_WHEN_TAPPED_OUT=false # If enabled, the AI will only randomly attack into a trade if its life pressure is lower than the opponent's. RANDOMLY_ATKTRADE_ONLY_ON_LOWER_LIFE_PRESSURE=true # When above zero, the AI will attack into trading options when the opponent is not tapped out, thus risking getting an # unexpected combat trick or ability activation. Note that this chance is rolled separately after CHANCE_TO_ATTACK_INTO_TRADE # has already succeeded. CHANCE_TO_ATKTRADE_WHEN_OPP_HAS_MANA=30 # When enabled, the AI will run some additional checks in an attempt to avoid attacking into certain block situations # when it can't deal at least some permanent damage to the defending creature/planeswalker or to at least one defending # creature. Works in many but not all cases. TRY_TO_AVOID_ATTACKING_INTO_CERTAIN_BLOCK=true # When enabled, the AI will use Berserk on offense to try to severely damage the opponent at the expense of the creature USE_BERSERK_AGGRESSIVELY=true # Try to hold combat tricks until blockers are declared in an attempt to trick the opponent into blocking a weak creature # and dying to it (currently has some limitations, the AI will only try to do it with one creature per turn) TRY_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=true # Chance to hold combat tricks until blockers are declared. If -1 is specified, this chance is not used, and the standard # evaluation for offensive pump buff is used instead. CHANCE_TO_HOLD_COMBAT_TRICKS_UNTIL_BLOCK=65 # Trade blocking preferences (enabling these will make the AI trade more aggressively when considering blocks, # but only with creatures that are worse in abilities and have lower or the same power as the attacker). Note # that the first option serves as a master toggle. If it is disabled, the following related options have no effect. ENABLE_RANDOM_FAVORABLE_TRADES_ON_BLOCK=true # If enabled, the AI will consider trade blocking even if its creature count is lower than the opponent's RANDOMLY_TRADE_EVEN_WHEN_HAVE_LESS_CREATS=false # If the previous option is enabled, then the next option controls how big of a handicap in creature count the AI # is allowed to have to still decide to trade MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE=1 # If enabled, the AI will also consider trading if it has a replacement creature in hand ALSO_TRADE_WHEN_HAVE_A_REPLACEMENT_CREAT=true # The allowed handicap in creature count when the AI wants to trade while having a replacement creature in hand MAX_DIFF_IN_CREATURE_COUNT_TO_TRADE_WITH_REPL=1 # Min and max chance to randomly aggressively trade when blocking (note that it will become 100 if the AI is in danger) MIN_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=30 MAX_CHANCE_TO_RANDOMLY_TRADE_ON_BLOCK=70 # Options to save / preserve loyalty of planeswalkers # Chance to trade a (worse or roughly equal) creature in order to save a planeswalker or preserve its loyalty # (random favorable trades must be enabled) CHANCE_TO_TRADE_TO_SAVE_PLANESWALKER=70 # Chance to trade a better creature for a worse one in order to save a planeswalker CHANCE_TO_TRADE_DOWN_TO_SAVE_PLANESWALKER=40 # Creature evaluation threshold for which creatures to consider good candidates for chump blocking to protect a # planeswalker (135 is about the level of a 1/2 nontoken creature with no abilities or a 2/2 token with no abilities) # There is a separate option for evaluating token and nontoken creatures. Set both to -1 to disable chump blocking # to protect planeswalkers. THRESHOLD_NONTOKEN_CHUMP_TO_SAVE_PLANESWALKER=110 THRESHOLD_TOKEN_CHUMP_TO_SAVE_PLANESWALKER=135 # If enabled, the AI will not bother chump blocking to protect a planeswalker unless lethal damage is threatened to it CHUMP_TO_SAVE_PLANESWALKER_ONLY_ON_LETHAL=false # Only works when AI cheating is enabled in preferences, otherwise does nothing CHEAT_WITH_MANA_ON_SHUFFLE=true # The chance for the AI to attempt to hold land drops until Main 2 when it's safe and when it has nothing to potentially # do with the extra mana HOLD_LAND_DROP_FOR_MAIN2_IF_UNUSED=100 # Planechase logic DEFAULT_MAX_PLANAR_DIE_ROLLS_PER_TURN=1 DEFAULT_MIN_TURN_TO_ROLL_PLANAR_DIE=3 DEFAULT_PLANAR_DIE_ROLL_CHANCE=50 PLANAR_DIE_ROLL_HESITATION_CHANCE=10 # Timings for moving equipment to other targets MOVE_EQUIPMENT_TO_BETTER_CREATURES=always MOVE_EQUIPMENT_CREATURE_EVAL_THRESHOLD=60 PRIORITIZE_MOVE_EQUIPMENT_IF_USELESS=true # Currently disabled PREDICT_SPELLS_FOR_MAIN2=true RESERVE_MANA_FOR_MAIN2_CHANCE=100 # If enabled, the AI will target artifacts and non-aura enchantments with removal aggressively ACTIVELY_DESTROY_ARTS_AND_NONAURA_ENCHS=true # Permission timings MIN_SPELL_CMC_TO_COUNTER=2 CHANCE_TO_COUNTER_CMC_1=30 CHANCE_TO_COUNTER_CMC_2=75 CHANCE_TO_COUNTER_CMC_3=100 ALWAYS_COUNTER_OTHER_COUNTERSPELLS=true ALWAYS_COUNTER_DAMAGE_SPELLS=true ALWAYS_COUNTER_CMC_0_MANA_MAKING_PERMS=true ALWAYS_COUNTER_REMOVAL_SPELLS=true ALWAYS_COUNTER_PUMP_SPELLS=true ALWAYS_COUNTER_AURAS=true ALWAYS_COUNTER_SPELLS_FROM_NAMED_CARDS=None # Storm spell logic PRIORITY_REDUCTION_FOR_STORM_SPELLS=9 MIN_COUNT_FOR_STORM_SPELLS=1 # Logic for Strip Mine, Wasteland, Ghost Quarter and other similar sac-destroy lands marked with # AILogic$ LandForLand or GhostQuarter. STRIPMINE_MIN_LANDS_IN_HAND_TO_ACTIVATE=1 STRIPMINE_MIN_LANDS_FOR_NO_TIMING_CHECK=9999 STRIPMINE_MIN_LANDS_OTB_FOR_NO_TEMPO_CHECK=6 STRIPMINE_MAX_LANDS_TO_ATTEMPT_MANALOCKING=3 STRIPMINE_HIGH_PRIORITY_ON_SKIPPED_LANDDROP=true # The default chance to use the token-generation abilities TOKEN_GENERATION_ABILITY_CHANCE=100 # Situations where the AI should always use the token-generation abilities if possible TOKEN_GENERATION_ALWAYS_IF_FROM_PLANESWALKER=true TOKEN_GENERATION_ALWAYS_IF_OPP_ATTACKS=true # Scry AI toggles # The total number of mana-producing lands at which the AI will still consider scrying away non-lands SCRY_NUM_LANDS_TO_STILL_NEED_MORE=4 # The total number of mana-producing lands at which the AI will stop considering scrying such lands to top SCRY_NUM_LANDS_TO_NOT_NEED_MORE=7 # The total number of creatures when the AI will consider scrying away the ones that are below average in # evaluation score for the deck SCRY_NUM_CREATURES_TO_NOT_NEED_SUBPAR_ONES=4 # The total number of creatures on board at which to start considering scrying away low CMC creatures # as defined in the two following options SCRY_EVALTHR_CREATCOUNT_TO_SCRY_AWAY_LOWCMC=3 # The evaluation score at which the AI will consider the creature bad enough to scry it away in case it's # low CMC (see the next option) and the AI already has higher CMC creatures on board SCRY_EVALTHR_TO_SCRY_AWAY_LOWCMC_CREATURE=160 # The CMC threshold at which (and below which) the AI considers creatures to be "low CMC" for the purpose # of the previous option SCRY_EVALTHR_CMC_THRESHOLD=3 # If enabled, the AI will scry cards that it can't immediately cast to the bottom SCRY_IMMEDIATELY_UNCASTABLE_TO_BOTTOM=true # How big of a CMC difference between the currently castable and the considered card's CMC is allowed before # the card is considered not immediately castable for the purpose of the previous option SCRY_IMMEDIATELY_UNCASTABLE_CMC_DIFF=1 # Attempt to predict the number of potential blockers with various forms of evasion when # deciding to do an all-in assault attack (Experimental!) COMBAT_ASSAULT_ATTACK_EVASION_PREDICTION=true # Attempt to predict the number of potential blockers with various forms of evasion when # deciding to do an attrition race attack (Experimental!) COMBAT_ATTRITION_ATTACK_EVASION_PREDICTION=true # AILogic$ PayEnergyConservatively (used for Britsling Hydra and Longtusk Cub) will only # be used in case the creature is engaged in favorable combat CONSERVATIVE_ENERGY_PAYMENT_ONLY_IN_COMBAT=true # If true, the conservative energy payment will not be used when the creature is attacking, # only when it's blocking (for more controlling AIs) CONSERVATIVE_ENERGY_PAYMENT_ONLY_DEFENSIVELY=false # How big of a value difference there should be for the AI to consider mass bouncing all creature permanents # on both sides of the battlefield in a non-lethal situation BOUNCE_ALL_TO_HAND_CREAT_EVAL_DIFF=500 BOUNCE_ALL_ELSEWHERE_CREAT_EVAL_DIFF=400 # How big of a CMC difference there should be for the AI to consider mass bouncing all noncreature permanents # on both side of the battlefield BOUNCE_ALL_TO_HAND_NONCREAT_EVAL_DIFF=5 BOUNCE_ALL_ELSEWHERE_NONCREAT_EVAL_DIFF=5 # If enabled, the AI will try to pair up cards to present to the opponent so that a specific card may be picked, # it'll also try to grab Accumulated Knowledge and Take Inventory more actively, as well as interact with the Trix # combo deck more appropriately. In Reanimator decks, this logic will make the AI pick the fattest threats in the # library to put some into the graveyard. INTUITION_ALTERNATIVE_LOGIC=true # -- Experimental feature toggles which only exist until the testing procedure for the relevant -- # -- features is over. These toggles will be removed later, or may be reintroduced under a -- # -- different name if necessary -- # <-- there are no options here at the moment -->