ABSTRACT:
By use of evolution I am changing a prototype deck into something better. No human deckdesign is involved except from the prototype deck.
PROTOTYPE DECK:
4 plains
4 islands
4 swamps
4 mountains
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 sootwalkers
4 ravens run dragoon
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 memory sluice
4 traitors roar
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Please note that the prototype deck has been chosen for several reasons.
1 It's manabalance is really bad. most of the time all the colorwalkers are the wrong color early in the game.
2 The colorwalkers have some synergy with the conspire spells, and they also make blocking a real hard thing to figure out since all decks have dualcolored creatures.
3 Using all 5 colors means that initial decks may evolve in all 5 color-directions.
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A population of 36 decks are used, the number is higher than previous evolutionary projects I have created by using reallife cards and games. Last project used only 20 decks and worked very well. It's still a low number, but with this amount a single generation takes a week to run.
The genepool consists of all hybrid and multicolored common cards and all common basic lands from exodus and up.
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HEXHUNTERS: (2 alive)
This decktype evolved from losing sootwalkers and gaining hexhunter.
later it also lost memory sluice and gained barren moor. A minimum of this decktype exists and it is already on it's way to extinction.
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ANCIENT SPRING: (3 alive)
Early on this deck was mutated to lose traitors roar and gain ancient spring. The extra land has shown to give it an edge and it has since mutated into several variants with many differences.
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BARREN MOOR: (8 alive)
Losing giantbaiting and gaining barren moor has also given this decktype a clear edge in competition. This species has had the most mutations of all species, and is spreading out in various designs.
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BOROS 1: (2 alive)
This decktype lost mudbrawler and gained boros recruit. It later loses ravens run dragoon and gains nip gwyllion. The ability to deal early damage and gain some life is currently under stress, but is showing signs of talent.
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WOODLURKER: (4 alive)
Lost memory sluice and gained woodlurker mimic.
Is very hard to defeat in combat.
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GEOTHERMAL CREVICE: (5 alive)
Lost æthertow and gained geothermal crevice. Because of a statistical fluke this decktype has not had any other mutations, but the extra land seems to keep it alive despite it's slow developement.
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BOROS 2: (4 alive)
Lost barrenton cragtreads and won boros recruit.
Has had no further mutations, but the boros seems to give it an edge.
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FAVOR: (4 alive)
Lost an island but gained favor of the overbeing.
Despite the fact that this deck is slower than most it has had luck with favor and indestructability. Somehow it has not met æthertow. No other mutations.
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RIVERFALL MIMIC: (5 alive)
lost giantbaiting and gained riverfall mimic. has had no other mutations. Seems to do quite well...
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Generation 2 is halfplayed. A lot of surprises and extinctions are on it's way.
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HEXHUNTER: (1 member, 2 last time)
Still clinging on to life for some reason. I expect it to be gone next generation.
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ANCIENT SPRING: (3 members, 3 last time)
For some reason ancient spring doesnt seem to be as good as geothermal crevice, but the family is staying alive, which is not a bad thing. If it keeps on surviving it may gain the right mutation to fit with ancient spring.
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BARREN MOOR: (10 members, 8 last time)
This baby keeps on growing. It is this family that is behind the sub-family "petrahydrox".
There is currently 4 "petrahydrox" decks alive, and 2 of them looks like this:
4 odious trow
4 island (2 other versions has remote farm at this slot)
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutter
4 petrahydrox
4 barkshell blessing
4 barren moor
4 memory sluice
4 traitors roar
The barren moor family is probably going to spread out in many directions.
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BOROS RECRUIT I: (1 member, 2 last time)
Seems to be a dying family.
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WOODLURKER MIMIC: (6 members, 4 before)
A family on the rise. It will surely start an intense war with the barren moor decks (Families with many members meet each other frequently because of their numbers. Showing 1 subfamily.
SOMNOMANCER: (2 members)
4 plains
4 island
4 swamp
4 mountain
4 forest (A third member has mutated to hobgoblin dragoon here)
4 somnomancer
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 æthertow
4 barkshell blessing
4 giant baiting
4 wooodlurker mimic
4 traitors roar
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GEOTHERMAL CREVICE: (6 members, 5 last time)
Also spreading out, the geothermal crevice family is very simplistic in design. It deviates from the prototype deck by only 1 mutation, which is the replacement of æthertow into geothermal crevice. The rest is completelly unchanged. For some reason this family is thriving because it has not mutated. My guess is that it manages to prey on woodlurker and riverfall mimic decks by having more 3/3 creatures and 4 more lands than most other decks.
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BOROS RECRUIT II: (3 members, 4 last time)
More resistant than the boros I this family has still lost a little ground. It has to be lucky to evolve out of this situation.
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FAVOR OF THE OVERBEING: (0 members, 4 last time)
It died very suddenly despite having 4 members.
This means that families with even that many members are not very safe when the big families start to war. Extinct!!! It did manage quite well with 16 lands though, until the mimic decks and barren moor gained ground.
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RIVERFALL MIMIC: (6 members, 5 last time)
This family is moving into some very interresting directions.
4 plains
4 islands
4 swamp
4 mountains
4 forests
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow (2 members has mutated to drain the well here)
4 giant baiting
4 riverfall mimic
4 memory sluice
4 traitors roar
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All in all it was quite a puzzle to make the family tree this time. Every deck has it's own personal id, which is one of the tools I use in keeping track of them. I was surprised by the way the family tree moved for almost all decks this time. It was quite confusing, and took a lot of cut and paste with small papernotes before I had a result.
Also gaining overview of it all after each generation has been played out is also pretty confusing. Things never look like I expect they would (Mostly because i only count the members in families at the end of the phase.)
In last post I asked wether people thought the petrahydrox family would survive with or without odious trow! Now I know the answer! All living versions of the petrahydrox mutations also share the odious trow. This is not so much because of the card odious trow which actually never has been in combat yet, but the petrahydrox card seems to be what makes this work!
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Running generation 3 will take about a week from now, but may run a little late. Analyzing stuf sadly takes up time as well
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Ding Dong the hexhunter family has died out. Extinction is still working fast during these early stages, and success is mostly based on a stable number of lands with flexible mana. I hate playing with decks with no interresting mutations, too bad the decks with no changes seem to be the best out there in the field.
ANCIENT SPRING: (members 5, 3 before)
On the rise again! It looked as if it was going to be extinct last time, but now it is rising. There are no really big changes to this design, so the only reason why it works must be that it has 4 of each landtype and then the ancient spring. 24 lands. Boring shiat to play with. The only noteable thing is that the ancient spring ocupies the slot meant for traitors roar, which perhaps means that this deckdesign cannot rest and go into a defensive mode. I don't know!!!
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BARREN MOOR: (members 9, 10 before)
Still defending it's borders and looking good. This family is divided into two major groups. The original barren moor deck, which is 1 mutation away from the prototype deck (Barren moor replaced giant baiting). It's another boring land-deck successfull because of it's balance. The second side of the family is the "petrahydrox family" which is doing quite well. A recent mutation had it gain Empty the well, which really locks down enemy decks when it hits play early. I love playing this one. One version has adopted Scar which I think will be interresting to play with. Scar can kill mimics, and bounce petrahydrox. It seems like a nice mutation.
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BOROS I: (with barrenton) (5 members, 1 before)
This deck made an amazing twist away from it's prophecized extinction! Rather drastically it lost boros recruit and gained saprazzan skerry. A boring mutation in mho, but it works. SIGH!!!
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BOROS II: (with mudbrawler) (2 members, 3 before)
This is the nip gwyllion/boros recruit variant! It is still alive. Let's see about that next generation. (I really love this deck, but it seems to lose a lot. Bah!!!)
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WOODLURKER MIMIC: (4 members, 6 before)
Only 1 part of this family seemed genetically fit, however that version seems unable to lose. Despite the fact that it has fewer members it is actually on a rise, since the weaker versions of the design are dying, while the good ones remain.
I forgot to take notes on this familly, so a description of it will have to wait!
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RIVERFALL MIMIC: (9 members, 6 before)
This family is spreading out in many directions, (One is just using the original design) and it seems that this diversion is paying of successfully. For some reason this family is more successfull than I thought it would be. It does gain unblockability from time to time, but it happens so rarely that it really cannot be for that reason alone. I will have to watch this one carefully in the future!
-------------------------------------------------GEOTHERMAL CREVICE: (2 members, 6 before)
No real changes, and now it is in danger as ancient spring was it before. Will it pull through and rise again? Or will it fall before the ancient?
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The whole process is getting a lot more interresting! (Except at the playing field!)
There is an open battle between different strategies.
20 lands. 20 3/3-critters: Very boring! only the different lands this type of design uses makes it worth studying. Most of the time there seems to be a balance between failing to generate enough mana early and generating a lot of beaters later.
24 lands. 20 3/3-critters: Also very boring. Tends to be faster, but if it doesnt win early it will lose because it has less conspire-tricks.
Mutants: Has between 20-24-28 lands, some mimics and generally has lost conspire-spells rather than creatures. I'm not sure if they are best at beatin the slow or the fast decks, but they have internal struggles that can be really fascinating when they meet other mutant decks.
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Sad news! The BOROS I design is extinct. Just as I had learned to play it, it was overwhelmed by some of the more advanced decks. I will miss playing with nip gwyllion and boros recruit in the same deck
Things are now so complicated that i find it easier to reveal all decks at the same time.
Here is the entire population of generation 4:
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ANCIENT SPRING: (5 members, 5 before)
3 members share the following design:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 memory sluice
4 ancient spring
1 member share the first design but has replaced æthertow with swamp.
1 member also share the first design but has replaced giant baiting with island.
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WOODLURKER MIMIC: (3 members, 4 before)
2 members share the following design:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 somnomancer
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 woodlurker mimic
4 traitors roar
The last member of this family shares the same design but has replaced ravens run dragoon with windwright mage.
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BARREN MOOR: (5 members, 9 before)
3 members share the following design:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 æthertow
4 barkshell blessing
4 barren moor
4 memory sluice
4 traitors roar
The last two members share the same design, but both has the following replacements
Lost plains, gained odious trow
lost barrenton cragtreads, gained shell skulkin
lost mudbrawler raiders, gained shimmering grotto
lost æthertow, gained petrahydrox
lost barren moor, gained scar
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GEOTHERMAL CREVICE: (4 members, 2 before)
3 members share the following design:
4 plains
4 favor of the overbeing
3 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 geothermal crevice
4 barkshell blessing
4 giant baiting
4 golgari rotfarm
4 traitors roar
The last member shares the same design but has island instead of favor of the overbeing
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BOROS II: (3 members, 2 before)
2 members share the following design:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 boros recruit
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 memory sluice
4 traitors roar
The last member shares the same design but has replaced boros recruit with saprazzan skerry.
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RIVERFALL MIMIC: (16 members, 9 before)
8 members share the following design (Called A):
4 plains
4 boros garrison
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 riverfall mimic
4 memory sluice
4 traitors roar
1 member shares design A but has replaced boros garrison with goblin deathraiders.
2 members share desig A but has replaced æthertow with drain the well. (This is design B).
2 members share design B but has replaced riverfall mimic with elsewhere flask. (This is called design C).
Design B and descendants have island instead of boros garrison.
2 members share design C but has replaced mudbrawler raiders with watchwing scarecrow. (This is called design D).
1 member shares design D but has replaced sootwalkers with runes of the deus.
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AFTERTHOUGHTS:
Again things managed to surprise me a lot.
For example far more of the more primitive decks survived than I would have thought.
I only count the family members at the end of each generation, so I am surprised as much as you will by what decks survive or not.
The petrahydrox family has suffered huge losses and is down to 2 survivors, which came as a real surprise to me. I pray for that decks survival, but nothing is safe (especially designs with only 2 members ).
The saprazzan skerry of the BOROS II family is down to one!!! Before there were at least 5 of them!!! Amazing developement.
And the biggest surprise of them all! That the RIVERFALL MIMIC family should grow to 16 members!
Stunningly half of them are direct descendants og a generation 1 design. I have no idea of why they are so successfull, but I may have a theory about it.
Those of you who read that "THE MAFIA" has entered my mana solution simulation will know that decks sharing almost the same traits with slight variations somehow manage to block out other designs simply by being related and almost as successfull. Why it works I don't know, but for some reason the whole RIVERFALL MIMIC family is based on this kind of structure. I think I may have written about it in more details than this, so hunt down the post if you didn't read it back then.
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So now we are halfway from the first goal (A competetive deck by generation 10)
And frankly it doesn't look that good at the moment.
Numbers of decks in families:
riverfall 16 (16 before)
geothermal 7 (4 before)
ancient 5 (5 before)
boros II 0 (3 before)
barren 4 (5 before)
woodlurker 4 (3 before)
So all decks with boros recruit in them have gone extinct! Such a shame...
Of all the decks that shows potential now, there is only 2 members of it, and it was widespread before, now it has dwindled down to nothing.
I'm talking about the deck with: wingwatch scarecrow, elsewhere flask, drain the well deck.
The petrahydrox deck is also about to go extinct, and the worst thing about it is that they are both going down to what looks like primordial soup with extra lands.
The power of 20 3/3 creatures with a cost of 4 and 24-28 lands seems to rule now.
Drain the well deck gave a rise in decks with more lands, since it wiped out most 20-land decks when it was at it's highest, so it is indirectly the cause of it's own fate. (I hope 1 version of it will make it through because it has a very good mutation)
I will post decklists later today.
I'd like to finnish by telling you that the cardpool has been expanded to 363 cards. It now includes all commoncards which are either multicolored or artifacts and that are from exodus and forwards.
I will be including some more cards but I need to search the web for what is common arti and multi in the oldest sets.
Oh, almost forgot.
I took a generation 4 deck to the common kill tournament, and it lost a lot. It was however very close to win during at least half of the games, so there is hope after all
Decklists for generation 5:
Geothermal crevice decks:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 geothermal crevice
4 barkshell blessing
4 giant baiting
4 golgari rotfarm
4 traitors roar
The above design has 3 members while 4 other members of this family has replaced island with favor of the overbeing.
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Woodlurker mimic decks:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 somnomancer
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 woodlurker mimic
4 traitors roar
2 members of this family share this design.
1 member share the same design but has replaced island with abandoned outpost.
1 member share the first design but has replaced traitors roar with blight sickle.
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Barren moor decks:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 barren moor
4 memory sluice
4 traitors roar
2 members share the above design but has replaced barrenton cragtreads with deft duelist.
2 members share the first design but has replaced sootwalkers with manamorphose.
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Ancient spring decks:
4 plains
4 island
4 swamp
4 mountain
4 forest
4 barrenton cragtreads
4 mudbrawler raiders
4 ravens run dragoon
4 sootwalkers
4 wanderbrine rootcutters
4 æthertow
4 barkshell blessing
4 giant baiting
4 memory sluice
4 ancient spring
3 members share the above design. 2 members share the same design but has replaced giant baiting with island.
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The riverfall mimic decks are very very different in design, and numbering 16 I havent got the time to post them
I can say that most of the designs are earlier versions of the drain the well deck. Somehow the deck got to complex to be able to survive. In nature simplicity is always better. Somehow simplicity can get complex but thats another story.
C ya all in about a week
Took more than a week, and I'm 8 battles from finishing the next generation.
The most "advanced" of the drain the well decks have died out. Now there are only primitive versions of it left. (Using only drain the well and elsewhere flask to cast it fast)
A lot of different decktypes have started to spawn now, which is good, that means competition is moving away from a focus on lands and towards a more creaturebased war.