Initial commit
first commit
This is my current simulation.  It does rudimentary combat, though the AI really sucks.  At this phase, it works well enough to start trying to permutate decks.
Forgot the player class.
Merge branch 'master' of https://github.com/BenJMcDonald/MagicSims
Lands cannot be used if they are tapped, and players lose the game for having 0 life.  The next step is to make it so that lands are actually tapped to pay costs.
Made tapping lands work
stuff
Fixed blocking
Implemented game, now tests 10k trials per run
Implemented fishbowl testing, achieved deck that wins in 12.45 turns, including opponent turns, on average.
Added a lot of cards to the database.  Have not added them to the buildable list, but can easily.
Added through the c_s to the list.  Best deck time found so far is 11.72 average, which basically means it averages turn 6 win regardless of if it goes first or second.
Implemented mutation of decks between generations, with only those decks above the average being allowed to propogate, and the most successful deck having the most children.  Process has produced decks with average win times as low as 5.5 turns, after 10 generations of simulation.
Rebuilding repository after Chris broke it using Eclipse.
Refilling repository
Merge branch 'master' of https://github.com/BenJMcDonald/MagicSims