Possible improvements for AI combat

I think I could improve the AI combat code but it would only value each creature by its power/toughness and getValue(Card) which returns a number. getValue() would return 100 for Royal Assassin and 1 for a generic 1/1. Do you think this would really improve the AI or not?
(The values returned by getValue() would be guesses but it would help the computer differentiate between low value and high value cards that have very good abilities like Royal Assassin.)
Right now the code for when the AI attacks or blocks is very, very simple, no simulations are run. Allowing the AI to run simulations that take a few seconds would simulate when you think ahead and figure out how your opponent may block.
On a side note, the new code would probably take a few seconds to run and some cards like Giant Growth "ask" the AI if a specific creature attacks or not. So the new card may break cards that increase the power/toughness.
I should be able to use a alpha-beta for the AI.
Alpha-Beta - Wikiepdia Entry
Below is useable pseudo-code for alpha-beta.

(The values returned by getValue() would be guesses but it would help the computer differentiate between low value and high value cards that have very good abilities like Royal Assassin.)
Right now the code for when the AI attacks or blocks is very, very simple, no simulations are run. Allowing the AI to run simulations that take a few seconds would simulate when you think ahead and figure out how your opponent may block.
On a side note, the new code would probably take a few seconds to run and some cards like Giant Growth "ask" the AI if a specific creature attacks or not. So the new card may break cards that increase the power/toughness.
I should be able to use a alpha-beta for the AI.
Alpha-Beta - Wikiepdia Entry
Below is useable pseudo-code for alpha-beta.
