^ Awesome! The thrull bussiness is great as they're common and being thrulls are important fodder (and a well played
Mindstab Thrull is scary s**t, getting hit for 3 cards after a
Hymn to Tourach hurts like all hell, and getting beaten up by subsequent ones is perfect AI play). The Icatian scout thing is deceivingly important - with so much defined by creatures having that thing interpreted right by the AI is actually huge (as crappy as the card looks otherwise). Great Work!
- art status update | Open
- I've adapted the template I'm using for art to be more in line with the one used by Forge so scrolling between cards using "original scans" and it isn't jarring, and I think I can make templates with less eye stabbing rarity symbols for each rarity. Otherwise I'll just handstamp a better looking colored expansion symbol on each art XD Also I'll try to make the white lettering a bit more gray to stand out less and be less crisp (the FE - Alliances cards are darker and more "washed out" in general, so really crisp colors on them don't look so good). I've also compared the art I've done with the one from HQcardgenerator - and while my art looks kinda terribly grainy, the HQCardmaker art looks awfully blurry. The reason is it automatically decreases sharpness on every crop and that doesn't actually work right with a lot of these old-school arts - I've just overdone the opposite (sharpening) on quite a few.
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Here's some more notes on AI stuff that could use looking into:
Simple (?):- The AI doesn't seem to activate the important first strike ability on
Order of Leitbur and
Order of the Ebon Hand (and doesn't seem to realize it has the capability).
- | Open
- I've had situations where I attack with an Orgg into 3 "pump" knights, and the AI chump blocks with 2 (Goblin War Drums), loses them both and I only realized after the fact that it had 3 ways to kill the Orgg with no losses (block w all 3 and add first strike, or block with 2, pump and add first strike.
I realize there were issues with AI spamming pump and activated abilities on everything, but first strike activated abilities truly only need to be activated once. This goes for Icatian Infantry, too.
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Thrull Wizard is playable, except the AI doesn't seem to be using his ability.
- | Open
- If there's a simmilar AI packer for cards like Deathgrip, Lifeforce, Douse and such, maybe it can use that? If there isn't, maybe there could be so it can be made available for all those too?

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Ebon Praetor looks complicated, but the only thing the AI isn't doing is removing counters.
- | Open
- This is a bit tricky though, as you need to first resolve the "add the -2/-2" counter and then the sacrifice or you'll end up not removing anything, down a creature and stuck with a 3/3 Ebon Preator. Otherwise if Lord of the Pit is operational, it's basically that but with a taste for thrulls (tokens a priority, then uncommons (basically only Thrull Wizard in the set), then Basal Thrull, then all else). Lord of Pit AI ought to make it playable on it's own, though.
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- Ebon Praetor on an empty board is a bad move by the AI though, I've got note that sayes that.
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Homarid Spawning Bed also looks tricky but is actually really straightforward - if a blue creature's about to die and isn't a token, turn it into tokens. If the AI would do that it's all there is to it
- benefits | Open
- (and there can easily be a really strong constructed deck in quest mode with Viscerid Deepwalker / Errant Ephemeron / AEthersnipe / Peregrine Drake / Mulldrifter + a controll spells and it. The reason its not more well known is that blue only became a creature color much much later, but with stuff you can cheat into play for less than it's casting cost and/or flash that thing is complete cancer. In a right deck you can get 6 tokens for U out of Somber Hoverguard o.O That is if someone tries to kill your 3/2 flyers you got for U. That's not even going into Tidal Visionary / Painter's Servant + evoke (say, Ingot Chewer or Shriekmaw + Homarid Spawning Bed nonsense or straight up faeries / AEther Vial). It's one of the silliest cards ever printed in MtG, tbh, so simple and straightforward and so utterly broken)
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- A potential issue with that approach is the same that Armor Thrull might prove to have, and that is if you block with the creature and the AI chooses to sac it instead of trading (once you select the order in which damage is dealt, this has happened with Armor Thrull and seems to be the only minor bit of issue with it. It's less of an issus with HSB because you generally end up with more power on the board so you can trade for some of the tokens next turn).
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Balm of Restoration seems playable, but the AI tends to use it to heal itself if it's below 20. This is a very suboptimal use, the combat trick aspect is what's it all about. A tweak to when it's willing to use it (below six or so to take it out of
Goblin Grenade range) and it's probably fully playable.
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Zelyon Sword and
Spirit Shield, the old "equipment" - the AI isn't activating them. Drdev (or was it friarsol?) mentioned something about recoding them to work more like equipment which they essentially are. This would make them usable by the AI and that's good as they're both high picks.
- bonus benefits | Open
- If there's workable AI for these things it'll also work on Ashnod's Battlegear, Tawnos' Weaponary and all the other old "equipment"
- The AI will use the
Icatian Javelineers ability on the opponents life total. Bad move, should only be done if it's about to die and it can't kill anything. That thing is otherwise format-defining in many ways. If it never ever shot "to the face" but did save the counter to kill opposing creatures it would still be format defining.
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Goblin Chirurgeon's ability isn't being used, if the AI was willing to use it to save combat creature's he's playable too.
- BUG?
Farrel's Mantle and (possibly)
Farrel's Zealot damage can't be prevented for some reason (or so it seems).
Tricky (?):- On a rather tricky note -
Goblin War Drums seem to be confusing the AI. I think the "Has to block with 2 creatures" (present on other cards in the game, but
Goblin War Drums is a staple in the set) confuses it's chump-blocking routine. What often happens is that it turns a situation where there's no difference between chumping and proper gang-blocking, but the AI will do it's best to force a chump block (which under the circumstances looks ridiculous and plays out catastrophically). Keep in mind that disabling Gobling War Drums for the AI is out of the question, that thing is impossibly important in the environment.
- Question: What exactly determines deckbuilding choices? Allowing more cards and fixing the list did wonders, but the biggest problem now is insane splashing choices (
Feral Thallid makes a really bad "only green card", especially with only 1-2 forests in the deck if any at all).
- The AI will frequently go for 4 colors without appropriate lands, and the "sac" lands seem to be perfectly playable (might need some tweaking to make them useful, like the AI using them to rush cards with 5+ cc). It also tends to stick them into any deck, as it doesn't seem to realize their "color identity" at all.
- The "limit
X" thing to make the AI stop drafting/spamming particular utility cards while deckbuilding in the same vein as remAI also has to be a thing before I can really make it all work (you get 5
Goblin War Drums or 5
Elven Fortress in decks).
EDIT: - The AI tends to go for 10 or so non-creatures unless going white which has more creatures. This in combination with spamming redundant utility is causing it to misevaluate it's strong colors (in some cases quite badly). The general rule is no more than 6 or 7 non-creatures in a draft deck under most circumstances, so some way to experiment with this would be highly appreciated.
- There REALLY needs to be a splashable tag simmilar to the "remAI" tag. Trying to get any set to draft right without it is kinda impossible.
EDIT: Also, if all the "simple" ones get done, and some progress is made on the "tricky" ones and the ones already done turn out to work fine - this thing is totally going places!
- some thoughts from Mark Rosewater of all people | Open
- EDIT: Also, lol at this tweet from Rosewater: https://twitter.com/maro254/status/312656329623875584
And this one is also illuminating - https://twitter.com/maro254/status/312620400511156224. V important set Fallen Empires, it's actually a terrible shame how many factors contributed to it developing a bad rep. This one makes me interested in possibly attempting to "fix" issues with rarities in it. Not high on my priority list, but if this project gets done (and it's going great so far) I have half a mind of buzzing Maro to talk about FE design a bit. Seeing how much love for it was all over Time Spiral you can tell this guy had a thing for it. (Wouldn't want to draw his attention to Forge, though, so I won't do it, but I'm 100 percent sure that if we got it to draft right we'd make him fall out of his chair XD Not to mention he'd be spamming Forge FE drafts in private, there's no way the guy who made Time Spiral wouldn't XD)