Thanks!
I did, and it was actually quite the hustle coming up with a strategy and specifying these rules
In my program it works like this:
Generally: First,
put away the cards you need the least.
Then, depending on the remaining hand, decide if it is playable; If not, repeat.
The 'discarding' rules are:
-If you have
Thrumming Stone, throw away all Gambles
-If you don't have
Thrumming Stone, throw away all Gambles except one
-If you have more than two Stones, throw away all except one
-Then, throw away all Seething Songs except one
-Then, if you have a
Seething Song, throw away all Mountains except three
-Then, throw away all Dragon's Ascends (you're gonna draw one anyway)
-If you then still need to 'discard', do anything, it won't really matter at this point.
The rules for playability are:
-Throw away any hand that doesn't have at least one
Thrumming Stone or one
Gamble-Throw away a hand with one
Mountain or less
-Throw away a hand with exactly two Mountains if you do not have a
Seething SongThese rules are 'deactivated' if you have very few cards remaining anyway; Rules 1 and 2 are only active up to and including 5 cards, rule 3 up to and including 6. Therefore, the program will automatically keep any hand with 4 cards, which makes sense imo.
Anyways, these rules are just what I felt would be a good strategy ¯\_(ツ)_/¯
Thinking of it, i could also simulate different rulesets and see which one gives the best winrate, but I am a bit tired of programming at this point