Hey, the
Eidolon of Blossoms was your idea. haha Should I lower the score a bit? As I said, it's all guesswork, so I may have set it too high.
As for the function, there are already MANY cards that run something at the beginning of the game. They
can slow down the game, but only a moment of lag when you first accept your hand. Once that moment of lag is over, for the rest of the game, the function is ignored, so the game plays without being slowed down.
As for the difficulty, it could potentially be moderately complicated, but it would probably be really simple. The code I posted is already 90% of the work. The only read difficulty would be adding it to all lands. But if it's identical on all lands and requires no managers (which it doesn't), then I could run through and add it to all lands VERY quickly and easily with a program I could write in 15 minutes or less. The most likely thing to be complicated and/or difficult is getting a good seed. To be fair, we could likely use ANYTHING as a seed without it even changing between duels and it would probably be enough.
However, there might be a simpler way. Shadowcran, how knowledgeable are you on this topic? I ask because rather than sorting through each card to pick a random one, it would be a lot faster to just call the shuffle function multiple times. If the shuffle function on its own can properly randomize the decks after a sufficient number of iterations, then that may be a better way to go. Possibly choosing a random number between 1 and 10, and then shuffling each deck 10+RandomNumber times.
But that would all depend on me testing this very thoroughly. I understand you're probably sick of having people be skeptical, but if I'm literally going to modify every single land in the game, I need to be 100% certain it's necessary. That probably means testing it myself a few times before starting. Then I'd make a test file for some else who has experienced the problem to test a few times and see if it fixes it. If anyone would be up for that, let me know.