- encourage ward creatures to kill lethal guards (when several guards)
- encourage creatures to kill guards (when several guards)
- find all possible attacks and their outcomes and decide the best set of attacks
- improve dangerosity for creatures
- prioritize the combinations of cards
- better ordering of the combat
- trigger ward with small/ward creatures
- prioritize lethal targets for ward creatures
- differentiate Ward and guard for pumpspells
- better handling of haste creatures
- don't attack big creatures into big ward/lethal creatures (guard)
- improve worst creature
- encourage ward creatures to eat other creatures
- better ordering of pump/developping the board
- don't give lethal to a creature that's already big enough
- don't pump creatures when opponent has lethal creatures on board
- don't pump creatures when you have only one in play and you can play another one
- handle max board size
- draft a better curve
- be easier on trades when low on life
- be easier on removals when low on life
- don't use lethal pump spells on 0 power creatures
- don't attack lethal creatures into ward ones
- Improve the "on curve" play
- Improve targets for removals
- Make ward creatures attack before non-ward creatures
- Remove pumpspells from cardlist after usage in main 1
- Remove ward from enemy creatures when attacked
- When lethal, attack for lethal
- Don't play pump that give lethal/ward/guard to a creature that already have lethal/ward/guard
- modify main to take own creatures & opp creature into account
- be easier on targets for the big removal
- modify the abilites of the creatures so that lethal or ward bonus is taken into account
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