3.9 KiB
decks/
Forge simulation results and deck analysis, one directory per archetype variant.
Each variant is a hypothesis: change a few cards, then measure what it does to legality, combo density, and win rate. Every file here is generated — see regenerating below.
variants
| variant | bracket 3 | vacuum combos | combos | sac outlets | cmdr synergy | lands | avg MV | Forge win rate |
|---|---|---|---|---|---|---|---|---|
no-mikaeus/ ⭐ |
PASS | 0 | 11 | 8 | 6 | 36 | 3.02 | 29% (24g) |
fast-ramp/ |
PASS | 0 | 11 | 8 | 6 | 36 | 2.84 | 33% (6g) |
lean-outlets/ |
PASS | 0 | 10 | 5 | 7 | 36 | 2.97 | — |
commander-focus/ |
PASS | 0 | 7 | 7 | 10 | 36 | 3.03 | — |
heavy-removal/ |
PASS | 0 | 7 | 8 | 8 | 36 | 2.95 | — |
low-curve/ |
PASS | 0 | 11 | 8 | 9 | 36 | 2.67 | — |
mikaeus/ |
FAIL | 7 | 39 | 8 | 6 | 36 | 3.08 | — |
aggro-hate/ |
PASS | 0 | 9 | 6 | 5 | 36 | 3.03 | 50% (2g) |
card-engine/ |
PASS | 0 | 10 | 8 | 6 | 36 | 2.97 | — |
go-wide/ |
PASS | 0 | 10 | 8 | 6 | 36 | 2.97 | 0% (2g) |
grindy/ |
PASS | 0 | 9 | 6 | 5 | 36 | 2.92 | 100% (1g) |
opponent-facing/ |
PASS | 0 | 9 | 5 | 10 | 36 | 2.92 | — |
proliferate/ |
PASS | 0 | 10 | 5 | 5 | 36 | 3.08 | — |
⭐ = current baseline
the hypotheses
no-mikaeus — Baseline. Aristocrats + -1/-1, every combo needs board state.
fast-ramp — fast-ramp
lean-outlets — The deck runs 8 sac outlets and probably needs ~5. Cut 3 for interaction and card advantage -- does consistency actually drop?
commander-focus — The commander only steals from OPPONENTS' creatures, but the deck's -1/-1 engine mostly counters our own. Push counters onto their board.
heavy-removal — Bracket 3 pods interact. Trade combo redundancy for removal and see whether surviving longer beats assembling faster.
low-curve — Avg MV is 3.02 and the engine lands ~T6. Cut the top of the curve entirely -- does the deck come online sooner and win more?
mikaeus — Does the highest-leverage combo card (28 combos) stay legal? Expected FAIL: goes infinite with every sac outlet.
aggro-hate — aggro-hate
card-engine — card-engine
go-wide — go-wide
grindy — grindy
opponent-facing — opponent-facing
proliferate — proliferate
layout
decks/<variant>/
decklist.mgt the 100 cards, "N Card Name" per line
bracket.txt bracket-3 + house-rule check
combos.txt combos already in the deck, and one card away
sim/ Forge runs, one triple per batch:
<stamp>.log raw Forge output, every game
<stamp>.txt human-readable report
<stamp>.json machine-readable results
README.md generated summary
regenerating
python3 tools/make_variants.py # rebuild every decklist from the spec
python3 tools/variant.py <name> # analysis for one variant (~10s)
python3 tools/variant.py <name> --sim 24 # + 24 Forge games (~25 min)
python3 tools/compare.py # rebuild this file
The decklists are generated from tools/make_variants.py, which holds each variant as a cut/add list against the baseline. Change the baseline and every variant follows. Analysis files are rewritten each run; sim runs are additive, so batches accumulate and stay comparable.
reading the win rates
Forge's AI is heuristic and weak at combo decks by its own documentation. Ours is a combo deck, so the AI under-plays it. Treat win rates as a floor and as evidence the deck functions and its cards interact — not as a power rating. Random baseline in a 4-player pod is 25%. Opponents are stock Commander precons (roughly bracket 2).