
I have been interested lately in "random" decks which allow me to experience cards I normally wouldn't choose, new combinations, and general formulae: e.g. what percentage minions does a deck need, what percentage of each power point value card, etc. I have been doing this by rolling dice to pick factions, then choose cards. For example, if I want a deck with 80% minions and 20% spells auras or items, I roll an eight sided die to choose faction (on an 8 I reroll), then I roll a six sided die to choose secondary faction (six factions remain after primary). Then I count how many minions are available in my two factions (for example, if my factions are fire and forest, fire has 17 minions, forest has 20 for a total of 37). I devise a die roll to give each minion an equal chance of being selected. (Details of hoe I do this are not important.), and I roll, one at a time, for the minions. I repeat for auras, spells, and items. Of course, this process is not truly random  I am likely to use up my quota of forest units on minions, and have no forest auras, spells or items. So I mix the order I roll for minions, interspersing rolls for auras, etc. This gets even more complex if I add constraints on card values.
I suspect that choosing a truly random deck subject to the constraints I would like to see is a fairly tricky problem involving discrete programming (with which I am not well versed), but even a pseudo random process like I use would be far more efficient if computerized. It might still be complex to actually program, and may not be a priority however.
