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Proliferate and counters

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Proliferate and counters

Postby Korath » 08 Mar 2014, 02:54

The major new feature in the upcoming patch is to give each counter type its own artwork and let any card have any type of counter.
aven-riftwatcher-counters.png
An Aven Riftwatcher with three time counters, a phylactery counter (from Phylactery Lich), two -2/-1 counters (from Contagion), a +0/+1 counter (from Dwarven Armorer), three +1/+1 counters (from Ashnod's Transmogrant and Nature's Blessing), and a divinity counter (from That Which Was Taken).

This becomes a problem with the proliferate mechanic. (An example for reference: Contagion Clasp .) Previously, since a card could only have +/- counters and a type specific to its card, finding the best type was easy: if it's controlled by your opponent, add the worst minus power/toughness counter it has; otherwise, if it has any of its special type, add that; otherwise, add the best plus power/toughness counter it has. This worked fairly well, with a few exceptions like Dark Depths and Bloodletter Quill (where the cards' special counters are detrimental).

The waters are a lot murkier now.

An exhaustive list of counter types, and fairly complete list of what puts them on anything | Open
+0/+1 counters: Dwarven Armorer, Living Armor, Necropolis, Sacred Boon, Scars of the Veteran, Wall of Resistance
+0/+2 counters: Frankenstein's Monster
+1/+0 counters: Balduvian Hydra, Clockwork Avian, Clockwork Beast, Clockwork Steed, Clockwork Swarm, Consuming Ferocity, Dwarven Armorer, Ebon Praetor
+1/+1 counters: (lots)
+1/+2 counters: Armor Thrull
+2/+0 counters: Frankenstein's Monster
+2/+2 counters: Baron Sengir, Brass-Talon Chimera, Dwarven Armory, Fungus Elemental, Iron-Heart Chimera, Lead-Belly Chimera, Soul Exchange, Tin-Wing Chimera
-0/-1 counters: Essence Flare, Kjeldoran Home Guard, Krovikan Plague, Lesser Werewolf, Orcish Catapult, Shield Sphere, Takklemaggot, Wall of Roots
-0/-2 counters: Greater Werewolf, Spirit Shackle
-1/-0 counters: Jabari's Influence
-1/-1 counters: (lots)
-2/-1 counters: Contagion
-2/-2 counters: Ebon Praetor
Age counters: (cumulative upkeep)
Aim counters: Hankyu
Arrow counters: Archery Training
Arrowhead counters: Serrated Arrows
Awakening counters: Liege of the Tangle
Blaze counters: Five-Alarm Fire, Obsidian Fireheart
Blood counters: Bloodletter Quill, Rakdos Riteknife
Bounty counters: Bounty Hunter
Bribery counters: Gwafa Hazid, Profiteer
Carrion counters: Osai Vultures
Charge counters: (lots)
Chip counters: B-I-N-G-O
Corpse counters: Scavenging Ghoul
Credit counters: Icatian Moneychanger
Cube counters: Delif's Cube
Currency counters: Trade Caravan
Death counters: Bogardan Phoenix
Delay counters: Delaying Shield, Ertai's Meddling
Depletion counters: Decree of Silence, Force Bubble, Hickory Woodlot, Land Cap, Lava Tubes, Peat Bog, Remote Farm, River Delta, Sandstone Needle, Saprazzan Skerry, Timberline Ridge, Veldt
Despair counters: Descent into Madness
Devotion counters: Bloodthirsty Ogre, Pious Kitsune
Divinity counters: Bant, Myojin of Cleansing Fire, Myojin of Infinite Rage, Myojin of Life's Web, Myojin of Night's Reach, Myojin of Seeing Winds, That Which Was Taken
Doom counters: Armageddon Clock, Eye of Doom
Dream counters: Rasputin Dreamweaver
Echo counters: Soul Echo
Elixir counters: Essence Bottle
Energy counters: Energy Vortex
Eon counters: Magosi, the Waterveil
Eyeball counters: Jar of Eyeballs
Fade counters: Ancient Hydra, Blastoderm, Cloudskate, Defender en-Vec, Jolting Merfolk, Parallax Dementia, Parallax Nexus, Parallax Tide, Parallax Wave, Phyrexian Prowler, Rejuvenation Chamber, Rusting Golem, Saproling Burst, Skyshroud Behemoth, Skyshroud Ridgeback, Tangle Wire, Woodripper
Fate counters: Norn's Dominion, Oblivion Stone, Triad of Fates
Feather counters: Aven Mimeomancer, Kangee, Aerie Keeper, Soulcatchers' Aerie
Filibuster counters: Azor's Elocutors
Flame counters: Naar Isle
Flood counters: Aquitect's Will, Quicksilver Fountain
Fungus counters: Mindbender Spores, Sporogenesis
Funk counters: Temp of the Damned
Fuse counters: Bomb Squad, Goblin Bomb, Incendiary, Powder Keg
Glyph counters: Glyph of Delusion
Gold counters: Aurification
Growth counters: Malignant Growth, Momentum
Hatchling counters: Ludevic's Test Subject, Triassic Egg
Healing counters: Fylgja, Ursine Fylgja
Hoofprint counters: Hoofprints of the Stag
Hourglass counters: Temporal Distortion
Hunger counters: Fasting
Husk counters: Necropolis of Azar
Ice counters: Dark Depths, Iceberg, Rimefeather Owl, Rimescale Dragon, Woolly Razorback
Infection counters: Diseased Vermin, Festering Wound
Intervention counters: Divine Intervention
Javelin counters: Icatian Javelineers
Ki counters: Baku Altar, Blademane Baku, Budoka Pupil // Ichiga, Who Topples Oaks, Callow Jushi // Jaraku the Interloper, Cunning Bandit // Azamuki, Treachery Incarnate, Faithful Squire // Kaiso, Memory of Loyalty, Hired Muscle // Scarmaker, Petalmane Baku, Quillmane Baku, Skullmane Baku, Waxmane Baku
Level counters: Brimstone Mage, Beastbreaker of Bala Ged, Caravan Escort, Coralhelm Commander, Echo Mage, Enclave Cryptologist, Guul Draz Assassin, Hada Spy Patrol, Halimar Wavewatch, Hedron-Field Purists, Ikiral Outrider, Joraga Treespeaker, Kabira Vindicator, Kargan Dragonlord, Kazandu Tuskcaller, Knight of Cliffhaven, Lighthouse Chronologist, Lord of Shatterskull Pass, Nirkana Cutthroat, Null Champion, Skywatcher Adept, Student of Warfare, Transcendent Master, Venerated Teacher, Zulaport Enforcer
Lore counters: Mind Unbound
Loyalty counters: (planeswalkers)
Luck counters: Chance Encounter, Gemstone Caverns
Magnet counters: Magnetic Web
Manifestation counters: Arbiter of the Ideal
Mannequin counters: Makeshift Mannequin
Matrix counters: Life Matrix
Mine counters: Mine Layer
Mining counters: Gemstone Mine
Mire counters: Cyclopean Tomb
Music counters: Musician
Muster counters: Assemble the Legion
Net counters: Merseine
Omen counters: Celestial Convergence
Ore counters: Orcish Mine
Page counters: Barrin's Codex, Private Research
Pain counters: Torture Chamber
Paralyzation counters: Dread Wight
Petal counters: Lotus Blossom
Petrification counters: Xathrid Gorgon
Phylactery counters: Phylactery Lich
Pin counters: Voodoo Doll
Plague counters: Plague Boiler, Traveling Plague, Withering Hex
Polyp counters: Coral Reef
Pop! counters: Water Gun Balloon Game
Pressure counters: Hellion Crucible, Magma Mine, Mount Keralia
Pupa counters: Cocoon
Quest counters: Archmage Ascension, Beastmaster Ascension, Bloodchief Ascension, Ior Ruin Expedition, Khalni Heart Expedition, Luminarch Ascension, Pyromancer Ascension, Quest for Ancient Secrets, Quest for Renewal, Quest for the Gemblades, Quest for the Goblin Lord, Quest for the Gravelord, Quest for the Holy Relic, Quest for the Nihil Stone, Quest for Pure Flame, Quest for Ula's Temple, Soul Stair Expedition, Sunspring Expedition, Zektar Shrine Expedition
Rust counters: Corrosion
Scream counters: All Hallow's Eve, Endless Scream
Scroll counters: Aretopolis
Shell counters: Roc Hatchling
Shield counters: Palliation Accord
Shoe counters: Shoe Tree
Shred counters: Cephalid Vandal
Sleep counters: Venarian Gold
Sleight counters: Chromatic Armor
Slime counters: Gutter Grime
Soot counters: Smokestack
Spore counters: Elvish Farmer, Deathspore Thallid, Feral Thallid, Fungal Bloom, Mycologist, Pallid Mycoderm, Psychotrope Thallid, Savage Thallid, Spore Flower, Sporesower Thallid, Sporoloth Ancient, Thallid, Thallid Devourer, Thallid Germinator, Thallid Shell-Dweller, Thelon of Havenwood, Thorn Thallid, Utopia Mycon, Vitaspore Thallid
Storage counters: City of Shadows, Bottomless Vault, Calciform Pools, Dreadship Reef, Dwarven Hold, Fountain of Cho, Fungal Reaches, Hollow Trees, Icatian Store, Mercadian Bazaar, Molten Slagheap, Rushwood Grove, Saltcrusted Steppe, Sand Silos, Saprazzan Cove, Subterranean Hangar
Strife counters: Crescendo of War
Study counters: Grimoire of the Dead, Pursuit of Knowledge
Theft counters: Night Dealings
Third-degree burn counters: Red-Hot Hottie
Tide counters: Homarid, Tidal Influence
Time counters: Aven Riftwatcher, Calciderm, Chronozoa, Deadly Grub, Deadwood Treefolk, Delay, Dust of Moments, Epochrasite, Infinite Hourglass, Jhoira of the Ghitu, Jhoira's Timebug, Keldon Marauders, Lavacore Elemental, Lost Auramancers, Maelstrom Djinn, Ravaging Riftwurm, Reality Acid, Soultether Golem, Talon Gates, Tidewalker, Time Bomb, Timebender, Timecrafting, Tourach's Gate, Waning Wurm, and everything with suspend
Tower counters: Helix Pinnacle
Training counters: Sensei Golden-Tail
Trap counters: Trap Digger
Treasure counters: Legacy's Allure
Velocity counters: Tornado
Verse counters: Discordant Dirge, Lilting Refrain, Midsummer Revel, Recantation, Rumbling Crescendo, Serra's Hymn, Serra's Liturgy, Torch Song, Vile Requiem, War Dance
Vitality counters: Living Artifact
Wage counters: Rogue Skycaptain
Winch counters: Mercadian Lift
Wind counters: Cyclone, Freyalise's Winds
Wish counters: Djinn of Wishes, Ring of Three Wishes

What I need is a list ranking each counter type on a scale from -10000 to 10000. Counters with values below 0 are detrimental, and the type with the lowest value will be picked to put on the opponent's cards; counters with values above 0 are beneficial, and the type with the highest value will be picked to put on the proliferator's cards.

Counters with a value of 0 are assumed to have no possible effect (like the manifestation counter from Arbiter of the Ideal, but not just one that has no current effect, like a divinity counter once That Which Was Taken has left play), and won't be added with proliferate. They may still be picked to be added or removed by other effects, like Chisei, Heart of Oceans, though.

No two counter types should share the same exact value, other than 0; this is why the range is so wide, even though there's only 124 counter types.

If anyone's feeling especially industrious, the values can be made dependent on the gamestate: for instance, a divinity counter might be worth 9000 if it's on one of the five Myojin cards; 8500 if the card it's on has a Bant effect ("That creature is indestructible as long as it has a divinity counter on it."); 8000 if there's a That Which Was Taken in play; or else 150.
Last edited by Korath on 18 Apr 2014, 09:20, edited 1 time in total.
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Re: Proliferate and counters

Postby gmzombie » 08 Mar 2014, 03:47

dude you are doing things that blow my mind..keep up the great work.
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: Proliferate and counters

Postby Aswan jaguar » 08 Mar 2014, 06:09

gmzombie I would applaud even without the incredible work Korath done in this one just for the work to find and write down all the cards with counters. =D>
Maybe this question for help should be advertised in the main topic so more people can see it.I believe this needs to be done by a player who knows how to play really well proliferate decks and has good knowledge of the cards and of course is willing to help.I can't be of any help with the first 2 important steps.
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Trying to squash some bugs and playtesting.
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Re: Proliferate and counters

Postby Sonic » 08 Mar 2014, 14:33

Humm... sounds yummy. What artwork format are we looking at... Vertical bmp strip maybe?


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Re: Proliferate and counters

Postby Korath » 09 Mar 2014, 02:48

You can put them in a vertical strip if you really want to. The geometry's specified in Duel.dat.
Cardcounters.png
Current art, at 1/3 scale so the file's not immense
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Re: Proliferate and counters

Postby Nexhro » 10 Mar 2014, 01:39

Is it too much work or not doable to integrate a selector popup that detects the different types of counters on permanents into the proliferate cards? After all, there's not too many cards that have the ability.

The problem I see with ranking the counters instead is that certain cards, like for example Carnifex Demon, might rather want to get another detrimental (in this case -1/-1) counter than a higher ranked but situationally less useful (second divinity) counter - depending on the board state, of course.

There's also scenarios where you don't want a Dwarven Armory counter over a +1/+1 counter. The former would doubtlessly be higher ranked, but if there's a Meekstone / Crackdown etc in play... Well, I know that even an Ornithopter would already have 3 power before proliferate even resolves, if it has a +1/+1 and a +2/+2 counter on it, but there could also be Ascendant Evincar or Cumber Stone s on opponent's side or whatnot. Arachnus Web / Domestication, Retribution of the Meek, Ensnaring Bridge or Phyrexian Devourer are other examples for this problem.
I understand that these are fringe cases, but then again isn't that kind of board state flexibility an essential part of MtG?

That being said, I'll have plenty of work-free time from Tuesday on, if I'm productive enough tomorrow, so I could spend a lot of time on creating such a list, unless somebody else would like to chip in.
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Re: Proliferate and counters

Postby Korath » 11 Mar 2014, 18:42

Auto mode of proliferate isn't very auto if it goes ahead and prompts you for each card anyway.
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Re: Proliferate and counters

Postby Korath » 30 Mar 2014, 10:07

Anybody? Can't release without this.
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Re: Proliferate and counters

Postby drool66 » 30 Mar 2014, 19:01

Hi, I posted here: viewtopic.php?f=25&t=13987; I do run a few EDH decks that play with counters (Proliferate effects, Vorel of the Hull Clade , Vorosh, the Hunter , Gilder Bairn, Myojins, That Which Was Taken , Skeleton Ship , Prime Speaker Zegana , Doubling Season et al., Planeswalkers ...)
Let me know if I can help!
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Re: Proliferate and counters

Postby Aquillion » 20 Apr 2014, 04:01

Sure, why not.

So far I've just done a quick ordering. I can convert these to exact values for each if you need them, but I assume that's easy to do. Some counter types are listed multiple times if they have different values in different situations; tell me how you need those organized.

Some of these feel a bit subjective, but often the chances of both counters ever being on the same permanent are so incredibly narrow that it's probably not worth worrying too much... these rankings will at least ensure automated or AI-controlled token-placing makes reasonable amounts of sense, and if a player has a hugely complicated combination of unusual different tokens or play, they probably want to go manual anyway. If anyone has any objections, feel free to suggest changes.

For things that affect everyone equally (eg. Armageddon Clock), I decided to rate them as "good" counters because my assumption is that the person who controls the card probably played it with the intention of taking advantage of its effect using other cards, and therefore wants more counters on it to amplify what it's doing.

Some notes about cards I'm unsure of, if people want to discuss them...

Powder Keg: Adding fuse counters can be good or bad depending on whether you want to accelerate to a specific number of counters, or force it past that number. I left it as good because the Powder Keg's controller has the option to trigger it immediately before proliferate goes off if they've reached the number they want already.

Voodoo Doll: Forcing counters onto this card can be good for its controller, but given how fast costs increase, it's reasonable to assume that adding an extra counter or two with proliferate is going to destroy it (and deprives the controller of one of their chances to use it by shooting 'past' it towards the point where they can no longer afford it), so I counted it as negative. It might also be counted as good or neutral, but honestly this card sucks so much it hardly matters.

Helix Pinnacle and its Tower Counters: Capable of winning you the game, but adding one doesn't really matter much when they only cost 1 mana each; in the unlikely event that there's another type of beneficial counter on the card (most likely via Opalescence) we probably want to add that instead.

Time / Fade counters vs +1/+1 counters: This is one of the few choices that is likely to actually come up with some regularity, so I thought it'd be worth mentioning. I figure Time / Fade counters should be valued higher, since if you keep proliferating +1/+1 counters instead, the creature will eventually die no matter how big you make it. A few other counters are also rated above +1/+1 counters, generally because they're attached to abilities so overwhelming that they're worth more than making the creature huge. On the other hand, any toughness-lowering counter is treated as the nastiest counter available, since it will rapidly kill most creatures on its own (and few other negative counters really do very much more than that.)

Level counters vs +1/+1 counters: Not sure about these. It's another situation that is comparatively likely to crop up a lot.

Fungus counters: One of the most annoying counters to rate; they appear on only two cards, Mindbender Spores and Sporogenesis, but both can put them on any creatures, so their rating is actually important. And while fungus counters are always negative with respect to Mindbender Spores, with Sporogenesis they benefit anyone who controls a copy of Sporogenesis. On top of this, both cards are viable candidates to be played by someone who uses Proliferate in green (often together, since they interact in a useful fashion), so it's important for their ratings to make sense and consider their context.

For people reviewing the list, I have bolded counters that appear on a large number of cards in situations where there could be multiple types of counters to consider, to make it easy to check the important comparisons (eg. the most important consideration for a beneficial counter on a creature is whether it is above or below +1/+1 counters.)

Anyway, the counters, in descending value. The groupings are just for easy reference, explaining why those counters are rated in that area.

Counter rankings | Open
// Capable of winning or overwhelmingly affecting the game; often part of a combo specifically with proliferate
Filibuster counters
Luck counters (on Chance Encounter)
Divinity Counters (on Myojin of Cleansing Fire, Myojin of Infinite Rage, Myojin of Life's Web, Myojin of Night's Reach, Myojin of Seeing Winds)

// Significantly improves the given card's function when extras are added repeatedly
Fade Counters (But Parallax Dementia should have its value flipped to negative if its controller does not control the creature it enchants.)
Time counters (on anything but Chronozoa, Deadly Grub, Lost Auramancers, Reality Acid, Infinite Hourglass, or suspended cards)
Funk counters
Feather Counters (on Kangee, Aerie Keeper or Soulcatchers' Aerie)
Loyalty counters
Hatchling counters
Hoofprint counters
Husk counters
Infection counters
Lore counters
Slime counters
Storage counters
Study counters
+2/+2 counters
+1/+2 counters
+2/+0 counters
+1/+1 counters
Spore counters
Wish counters
Verse counters
Shoe counters
Ki counters
Level counters (Note that level counters should probably have a much lower value once the creature hits max level; they're still notationally good and protect against counter removal, but more do nothing beyond that.)
Arrowhead counters
Javelin counters
Depletion Counters (on Hickory Woodlot, Peat Bog, Remote Farm, Sandstone Needle, Sparazzan Skerry)
Mining counters
Growth counters (on Momentum)
Charge counters
Blood Counters (on Rakdos Riteknife)
Arrow counters
Blaze counters (on Five-Alarm Fire)
Corpse counters
Devotion counters
Dream counters (on Rasputin Dreamweaver; but note that he can never have more than 7 ever, so if possible they should be lower-valued if he already has 7, since trying to proliferate them will fail.)
Fuse counters (On Goblin Bomb, Incendiary, or Powder Keg.)
Energy counters
Page counters
Pressure counters
Quest counters
Strife counters
Winch counters
+0/+2 counters
+1/+0 counters
+0/+1 counters

// More minor beneficial counters
Theft counters
Treasure counters
Scream counters (on Endless Scream)
Polyp counters
Plague counters
Net counters (on Merseine; but flip the value to negative if the permanent is enchanting a creature its controller controls.)
Muster counters
Fungus counters (if this creature's controller controls Sporogenesis, and it has not been affected by Mindbender Spores)
Ice counters (on Iceberg)
Eyeball counters
Petal counters
Shield counters
Pain counters
Cube counters
Matrix counters
Elixir counters
Echo counters
Currency counters
Aim counters
Carron counters
Healing counters
Credit counters
Vitality counters
Chip counters (for B-I-N-G-O -- how does this work with Proliferate?)
Pop! counters (For Balloon Game -- how does this work with Proliferate?)
Scroll counters
Tower counters
Tide Counters (When there are one or two Tide counters present already.)

// Affects everyone equally, but we assume the controller wants more counters on it.
Intervention counters
Despair counters
Doom Counters (on Armageddon Clock)
Growth counters (on Malignant Growth)
Soot counters
Wind counters (on Cyclone)
Time counters (on Infinite Hourglass)

// No actual effect for extras, but having any good
Awakening counters
Divinity Counters (on any non-Myojin)
Eon counters
Luck counters (on Gemstone Caverns)
Phylactery counters
Trap counters

// Everything above this point is positive
/*** ZERO STARTS HERE ***/
// These counters never have any effect at all, or are completely ambiguous and extras never matter anyway.
Blood counters (on anything but Bloodletter Quill or Rakdos Riteknife)
Depletion Counters (on anything not explicitly listed elsewhere.)
Fate Counters
Feather Counters (on anything but Kangee, Aerie Keeper or Soulcatchers' Aerie)
Flood Counters
Manifestation counters
Petrification counters
Third-degree burn counters
Training counters
/*** ZERO ENDS HERE ***/
// Everything below this point is negative

// No actual effect for extras, but having any is bad
Mire counters
Ice counters (on anything not listed elsewhere)
Gold counters
Blaze counters (on anything but Five-Alarm Fire)
Death counters
Bounty counters
Bribery counters
Doom Counters (on anything that is not Armageddon Clock.)
Hourglass counters
Magnet counters
Mannequin counters
Mine counters
Wind counters (on anything but Cyclone)

// Makes card less useful, without destroying it or affecting things beyond it.
-1/-0 counters
Pin counters
Time counters (on Chronozoa, Deadly Grub, Lost Auramancers, Reality Acid -- also suspended cards, but proliferate doesn't affect those. Reality Acid should have its value flipped back to positive if controller also controls the enchanted card.)
Shred counters
Blood counters (on Bloodletter Quill)
Fungus counters (unless this creature's controller also controls Sporogenesis, and it has not been affected by Mindbender Spores; in that case use the positive value above)
Glyph counters
Ice Counters (on Dark Depths or Woolly Razorback)
Paralyzation counters
Pupa counters
Scream counters (on All-Hallow's Eve)
Shell counters
Sleep counters
Sleight counters
Tide counters (when there are three Tide counters present already)
Velocity counters

// Able to destroy card, or actively hurts controller
Wage counters
Rust counters
Ore Counters (Orcish Mine; value is positive if enchantment's controller is same as the enchanted land's)
Omen counters (on Celestial Convergence; flip value if controller does not have the highest life.)
Music counters
Fuse counters (On anything but Goblin Bomb, Incendiary, or Powder Keg.)
Hunger counters
Flame counters
Depletion Counters (on Decree of Silence, Force Bubble, Land Cap, River Delta, Timberline Ridge, and Veldt)
Delay counters
Age counters
-0/-1 counters
-1/-1 counters
-2/-1 counters
-0/-2 counters
-2/-2 counters
Last edited by Aquillion on 17 Dec 2014, 10:20, edited 1 time in total.
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Re: Proliferate and counters

Postby Nexhro » 24 Apr 2014, 21:26

That's pretty spot-on!

Proliferate can only interact with permanents and players, though. Exiled cards like All Hallow's Eve or suspended spells are not affected.
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Re: Proliferate and counters

Postby Korath » 25 Apr 2014, 03:04

This'll be used to hint the AI whenever it's making a choice of counter type to add/move/remove etc, not just proliferate, so there's value in ranking them anyway. Clockspinning, for example, needs to know whether it should rate removing a time counter on a suspended card higher than adding a +1/+2 counter to a card on the bf.
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Re: Proliferate and counters

Postby Nexhro » 30 Apr 2014, 00:31

Not sure whether Korath's inbox is full, because I bugged him with all the questions I had via PM, or he just can't be bothered to reply anymore and has given up on me for the very same reason, but I noticed the files I sent haven't been dl'ed, so here's what I've come up with based on Aquillion's relative ranking.

Took me the better part of last weekend, and cost me a barbecue with friends in the process. But that was basically because I got sh*t wrong and spent a lot of (aka wayyy too much) time ordering the individual cards associated with a certain counter type by relevancy/usefulness after our beloved Mr K had mentioned the spinning of clocks. Spending that much time in front of the bawkes made of plastic, aluminum and noble metal when the sunniest, hottest spring in centuries is waiting outside was rather annoying. Well they're still in that relative order, albeit in some cases split up into smaller clusters, in case that becomes a necessity in the future. /end self-pity

Attached you'll find 2 charts: the first, named "Complete" has room for additional counter types, should they emerge, but is pretty illegible due to its sheer size and the resulting huge gaps between assigned values. This still looks like it did when I was done, except for the fact I removed the ranking values from individual cards associated with a counter type and grouped them to single values - should be easibly restorable using Complete, though.
In the second one, named "Tidy", I removed all those gaps. In order to prevent the combustion of my right forefinger by intense use of the mouse croll wheel, I had to zoom out big time when deleting the empty rows, so it might be a good idea to compare the lists and see if anything's missing. I was careful, of course, but at that max zoom factor, the deletion of one or two values can't be ruled out completely.

If anyone sees room for improvement or feels like breaking it all down to pieces and start anew, go ahead! I'm fine as long as it doesn't involve me editing an xls file or making any kind of list :roll:

Oh, and before I forget. I really like OpenOffice and the philosophy behind it, but Calc is a steaming pile of dung. Tell your friends to never use that for spreadsheets longer than 50 rows x 2 columns. Randomly freezes when cutting/pasting from one cell to another?!? And its "restore" function is broadly useless for restoring stuff after a freeze/crash!?! What the actual...

(Disclaimer: I'm aware that Korath has to take care of more pressing issues like JOU and whatnot and wasn't being too serious about the first paragraph.)
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CountersPriorityComplete.xls
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CountersPriorityTidy.xls
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Last edited by Nexhro on 04 May 2014, 17:54, edited 1 time in total.
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Re: Proliferate and counters

Postby stassy » 30 Apr 2014, 04:16

Yes, unfortunately OpenOffice and LibreOffice can't handle big files like Manalink.csv, which is a shame since they are handy on others sheet tasks.
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Re: Proliferate and counters

Postby Korath » 30 Apr 2014, 09:48

Did see the message; but got A) csvs from Sonic and B) a big honking timewaster of a rl problem handed to me at about the same time.
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