excessum wrote:I doubt that this is going to be feasible since most quest decks are themed and would require manual tinkering to fit a 15 card sideboard in. The AI is definitely not able to identify the "threat" card(s) in its opponent deck like AEther Vial,
Pyromancer Ascension,
Show and Tell, etc. so a generic answer is probably more harmful than good. Choosing which cards to board out is another issue...
You could very well be right that the gain of these features would be limited or even counterproductive. So let’s do a quest-metagame-sideboard analysis. Feel free to add/ criticize.
Let’s try if we can limit ourselves to the basic 3 archetypes: aggro, control & combo.
AI-Quest-opponents90% of these decks can be considered as aggro, 5% combo and 5% control. The numbers change a bit when you reach the higher levels.
This makes sense as the AI can handle aggro best. Aggro requires limited strategy, just dump creatures on the board, synergy often does the trick as most of these decks are very lineair.
Combo is complicate for the AI to pull off because
- it can't play the cards properly (marked as such in Forge)
- it doesn’t recognize 2 cards being a combo
- it can’t time it properly
- it can’t protect it properly
Control is also tough because the AI:
- cannot distinguish between unharmful threats (leave be) and dangerous threats (use removal)
- cannot cherish it’s scarce win conditions
- Is disadvantaged in the long game as it gives the humanplayer more possibilities to outplay the AI
HumanplayerI have no data on the type of decks everybody plays (would be interesting survey), here an estimation based on forum discussions.
In quest you mostly start with a sealed pool, more or less customized in the direction you want to take. The first deck often has several creatures, some control elements and some bombs that win you most of your games. I’d qualify these as aggro-control. From there you develop your deck to:
- More aggressive & burn - ?%
- Solid (lineair) creature deck -?%
- Control deck -?%
- aggro-control-%
Playing an
Ensnaring Bridge deck with a lot of small creatures is an aggro-control deck to me. Playing ensnaring bridge with more control elements and a few win conditions is a conrol deck.
Combo is most of the time only feasible as a (small) plan B, as it is very hard to find enough copies of your combo pieces and the support cards needed to make it even a little bit consistent.
And there are also several players who preserve the nature of the sealed deck by throwing all cool cards they can find in the deck. Vorthos players do the same or try to build lineair aggro decks as they buy all the zombies they can get their hands on.
The humanplayer has the opportunity to adapt to the "metagame". As 90% is aggro it means for instance main decking creature removal and fill your sideboard with counterspells and enchantment removal.
Now we have some idea of the human-oppoents. What could the 90% aggro AI decks do?
Aggro versus aggro: Here is not much room for strategy. It is mostly more a matter of how the decks play out. Goblins win from big creatures. Mid-range wins from goblins. Big creatures win from midrange.
Sideboarding more removal will be counterproductive.
Aggro versus pile-of-cards (sealed pool)
Not much to do here too. As there is no prevalent theme within the humanplayer deck there is also nothing to adapt to, whether this is style of play or sideboarding.
Aggro versus control:Here I do see room for improvement. Not overcommitting would be better. Adapting playstyle based on the information from previous games would be an interesting experiment. As the aggro decks are very lineair there is limited space for sideboarding though.
Sideboarding for AI seems not be very effective. But it will be great fun, so that’s worth something too:
- Building AI decks will be more interesting with sideboards and sideboard rules
- Playing against AI decks will be more exciting as they might surprise you with nasty sideboard cards or a complete transformative sideboard (change 15 cards and let the deck play different)