# 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=75 # 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 # The decrease amount for the trade chance when trading against a non-token Embalm/Eternalize creature with a non-token # creature that does not have Embalm/Eternalize CHANCE_DECREASE_TO_TRADE_VS_EMBALM=30 # 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 # Options that allow the AI to attempt to optimize targeting for removal and damaging spells. # If enabled, the AI will try not to target a creature with a damaging spell or spot removal in case # this creature will die in current combat or to a spell which is currently on stack targeting it. AVOID_TARGETING_CREATS_THAT_WILL_DIE=true # If enabled, the AI will not evaluate the stack in case at least one counterspell is present on it, # since the current AI is not smart enough to predict whether a kill spell on stack is countered or not. DONT_EVAL_KILLSPELLS_ON_STACK_WITH_PERMISSION=false # If AI would drop to this amount of life in combat, it'll try to defend itself more actively AI_IN_DANGER_THRESHOLD=3 # If set to the same value, AI will be predictable. If set to higher, AI will randomly pick a value between the two # for each evaluation, introducing some unpredictability. AI_IN_DANGER_MAX_THRESHOLD=12 # 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 # If enabled, the AI will not try to conceal its land drops until Main 2 if the only permanents it has in play are lands # (usually in this case this accomplishes little but confuses the game a bit; disable for a little bit more unpredictability) HOLD_LAND_DROP_ONLY_IF_HAVE_OTHER_PERMS=true # 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 # If there's a sacrifice cost to reattach an aura/equipment to another target creature, how big of an evaluation difference # should there be between the old target and the new one for the AI to decide to proceed with it. SAC_TO_REATTACH_TARGET_EVAL_THRESHOLD=350 # Currently disabled PREDICT_SPELLS_FOR_MAIN2=true RESERVE_MANA_FOR_MAIN2_CHANCE=100 # If enabled, the AI will protect its permanents against curse auras with Hexproof, Shroud, and Protection ACTIVELY_PROTECT_VS_CURSE_AURAS=true # If enabled, the AI will target artifacts and non-aura enchantments with removal aggressively ACTIVELY_DESTROY_ARTS_AND_NONAURA_ENCHS=true # If enabled, the AI will prioritize removing creatures that it can't block at all (e.g. Flying in absence of flying # blockers). This is a master toggle. If disabled, the following three options do nothing. ACTIVELY_DESTROY_IMMEDIATELY_UNBLOCKABLE=true # How many unblockable creatures can there be when the AI should still consider prioritizing something (when there are # too many, probably it's just worth going for the biggest threat overall instead) DESTROY_IMMEDIATELY_UNBLOCKABLE_THRESHOLD=3 # Only consider prioritizing the destruction of immediately unblockable creatures if life is in danger DESTROY_IMMEDIATELY_UNBLOCKABLE_ONLY_IN_DNGR=false # How much life can there remain after a swing of the immediately unblockable creature for it to be considered dangerous # for the purpose of previous option DESTROY_IMMEDIATELY_UNBLOCKABLE_LIFE_IN_DNGR=5 # The chance that the AI will try to chain two damage spells or a damage spell and a debuffing pump spell to try to # kill a bigger creature or a planeswalker. If set to 0, will be disabled. When enabled, will automatically become 100 # if the AI is in danger of dying. CHANCE_TO_CHAIN_TWO_DAMAGE_SPELLS=100 # The chance that the AI will try to hold on to a direct damage spell with X in its cost (e.g. Blaze, Fireball, etc.) # so that it doesn't cast it too early in the game against an early game target. Note that when in danger or when the # AI has a chance to finish the opponent off with such a spell, it will not hold back the spells. HOLD_X_DAMAGE_SPELLS_FOR_MORE_DAMAGE_CHANCE=100 # This threshold defines the minimum amount of damage *or* the minimum number of the AI's turn in order to play a # direct damage spell with X without holding it back. For example, if set to 5, the AI will prefer to hold the spell # back (unless lethal/in danger) unless it can deal 5 or more damage with it or unless it's the AI's 5th turn or later. HOLD_X_DAMAGE_SPELLS_THRESHOLD=5 # 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 # Copy spell on stack logic # The chance that the AI will copy its own stack right after placing it there while it has priority CHANCE_TO_COPY_OWN_SPELL_WHILE_ON_STACK=30 # If the copied spell costs this much more than the copy spell, the chance to copy the spell will become 100 ALWAYS_COPY_SPELL_IF_CMC_DIFF=2 # 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 # Flash AI toggles # Master toggle: if enabled, a more advanced Flash consideration logic will be enabled (probably slower), # which will also enable all the following toggles. FLASH_ENABLE_ADVANCED_LOGIC=true # The chance the AI will obey SVar AmbushAI to try to surprise the opponent after the attack is declared # (e.g. Hixus, Prison Warden) FLASH_CHANCE_TO_OBEY_AMBUSHAI=100 # The chance the AI will cast the Flash creature at instant speed purely for the fact that it has a ETB effect. FLASH_CHANCE_TO_CAST_DUE_TO_ETB_EFFECTS=100 # The chance the AI may cast the Flash creature with ETB effects even earlier than its own Main 1 to try to benefit # from the ETB effect (most likely suboptimal and many mana lock the AI, so keep this at a lower chance normally). FLASH_CHANCE_TO_CAST_FOR_ETB_BEFORE_MAIN1=20 # The chance the AI may cast the Flash creature with ETB effects in response to an opposing spell on stack. # Quite basic right now, and may do stupid things more often than not, so better left disabled until improved # (or at a low chance). FLASH_CHANCE_TO_RESPOND_TO_STACK_WITH_ETB=15 # The chance the AI will attempt to add a new blocker in combat where it's low on creature count compared to the # number of attacking creatures. FLASH_CHANCE_TO_CAST_AS_VALUABLE_BLOCKER=100 # If enabled, the AI will try to hold off playing auras with Flash until the declare blockers step in combat. # If disabled, but advanced logic is enabled, will generally try to play these auras before its own turn. FLASH_USE_BUFF_AURAS_AS_COMBAT_TRICKS=true # The chance that the AI will cast a flash aura enchantment at the earliest opportunity FLASH_BUFF_AURA_CHANCE_TO_CAST_EARLY=0 # The chance that the AI will cast a flash aura at the end of turn before its own turn FLASH_BUFF_AURA_CHANCE_CAST_AT_EOT=10 # The chance that the AI will respond to stack with a flash aura which makes sense in context FLASH_BUFF_AURA_CHANCE_TO_RESPOND_TO_STACK=100 # 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 # Surveil AI toggles (currently the AI uses Scry logic for the majority of decisions) # If the AI has this many or fewer cards in the library, it will Surveil to the top of the library in order # not to deplete the library. SURVEIL_NUM_CARDS_IN_LIBRARY_TO_BAIL=8 # If the AI will have less life than the specified percentage as a result of activating a Surveil ability # that requires a life playment, it will not pay life to activate it (e.g. Doom Whisperer). SURVEIL_LIFEPERC_AFTER_PAYING_LIFE=50 # Attempt to predict the number of potential blockers with various forms of evasion when # deciding to do an all-in assault attack 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 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 # Use a blink spell to reload a planeswalker's loyalty (e.g. Teferi's Time Twist) # A chance (per check) to activate this ability BLINK_RELOAD_PLANESWALKER_CHANCE=70 # Maximum loyalty at which the planeswalker needs to be in order to activate the blink-reload BLINK_RELOAD_PLANESWALKER_MAX_LOYALTY=2 # The difference between maximum loyalty and base loyalty of the planeswalker in order to consider blink-reloading it BLINK_RELOAD_PLANESWALKER_LOYALTY_DIFF=1 # 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 # If enabled, the AI will run some additional checks in order to try to preserve spells that have Buyback and not # use them unless absolutely necessary (or unless multiple copies are in hand). TRY_TO_PRESERVE_BUYBACK_SPELLS=true # How big of a difference is allowed between the revealed card CMC and the currently castable CMC to still put the # card on top of the library EXPLORE_MAX_CMC_DIFF_TO_PUT_IN_GRAVEYARD=2 # The number of lands on the battlefield when the AI would use Explore to put non-land cards in graveyard if it # doesn't have a land in hand EXPLORE_NUM_LANDS_TO_STILL_NEED_MORE=3 # Momir/MoJhoSto casual variant properties # Which lands the AI would prefer to play in Momir Basic and MoJhoSto modes. When set to "default", generally plays # lands in WUBRG order. When set to "random", will play a completely random basic land from hand. When set to # "preforder:XXX", where "XXX" is a list of color specifications, will play basic lands in this preferred order, # and if no preferred land can be found, will play a random one (e.g. "preforder:RB" plays Mountains first, Swamps # second, and then everything else randomly if no Mountains or Swamps are present). MOMIR_BASIC_LAND_STRATEGY=preforder:RB # MoJhoSto only casual variant properties # How many lands the AI needs to have on the battlefield to begin considering activating Jhoira in MoJhoSto MOJHOSTO_NUM_LANDS_TO_ACTIVATE_JHOIRA=4 # The chance that the AI will activate Jhoira instead of activating Momir MOJHOSTO_CHANCE_TO_PREFER_JHOIRA_OVER_MOMIR=50 # The chance that the AI will activate Jhoira's copy random instant ability (per phase, the AI will generally # attempt this either in its upkeep or its draw phase or main 1). MOJHOSTO_CHANCE_TO_USE_JHOIRA_COPY_INSTANT=20 # -- 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 experimental options here at the moment -->