IE: It tries to match cleverness with brute force. If it cheats at all, HOW the game cheats is imho by smoothing early draws and by providing the decks with the best cards at the highest levels. IE at some point it runs out of threats/gas and just starts to draw/go. But then plenty of times I've seen the game sort of just give up after 12-15 turns of not winning. Because rarely does the gauntlet get screwed to the same degree as the player. That said it FEELS like the game is cheating and cheating hard. You flood sometimes and sometimes you screw and occasionally this happens to the AI (flood more than screw), which seems to suggest it is random not by choice of some algorithm. (The less than master versions of these tend to be easy enough that talking about them here isn't warranted.) I have observed that in gauntlet the number of sigils/fetchers in one's deck does not SEEM to matter much. I've played lots and lots of master gauntlet and master forge. There is no good motive other than as a salt mine which leads to people quitting and or bashing the game. Motivation is what is missing from the argument. This is actually true though it does not supply motive. The OP is suggsting that because they control how much mana you get on a redraw they show that they are capable of controlling exactly how much you get in any draw. In Eternal after much complaint and gnashing of virtual teeth they fixed the mulligan to be a "you can't draw 0, 1, 5-7 power" because those draws tended to lead even good decks to loses based on flood/screw. The smaller, the more likely it will screw. The higher the mana base is the more likely the deck will flood. The higher your curve the more mana the deck needs. Which is short for mana curve which expresses the average at any given time of how much a deck costs in cmc (converted mana cost) to cast. Sligh introduced us to the notion of curve. The rule of thumb for mtg was 40% of a 60 card deck or 24 lands.
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