General Card Bugs:
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Duress crashes the game if the opponent got no cards in his hand (to get spellcount for tendrills)
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Ohran Viper is unblockable.
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Ohran Viper giving "Stoning Effect" without even dealing damage to a creature.
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Juggernaut doesn´t seem to be recognized as a blocker by the AI the turn it comes into play under your control.
A.I. related bugs:
- wild leaf liege giving the
Gold Myr +2/+2 (discovered on sealed deck)
- the AI can use crop rotation to get mana myrs/
Leaf Gilder into play directly (discovered on sealed deck)
- the AI sometimes uses dark rituals and does nothing with the mana . may have something to do with hybrid cards.
- if the AI uses pernicious deed the card don´t get sacced and can (will^^) be used multiple times.
sealed deck issues:
- if you just pick 5th edition boosters/starters almost all AI decks look identical. lots and lots of mana fixers in a mono green shell. really boring. guess the AI card value fix for drafting has something to do with this.
- currently some "new" cards are marked all over the different sets . could it be possible to place em into a single set (5th or 8th - whatever you feel like).
- legends is currently a really really really annoying set to draft/do sealed deck with . the card design enforces very boring stall situations. i did like 5 sealed deck tourneys with the set and every single game was literally boring camping behind a sizeable creature until i drew into a finisher with evasion.no way to fix this i guess unless the AI gets reviewed.
AI flaws :
- the just seems to watch your highest creatures power and decides at each attack step NOT to attack if it will loose any creatures with the attack. that is fine as long as both players just got 1 creature. but i had a lot of situations like this:
AI life 18 ,
board :5 lands
1/1 creature(llanowar elves)
6/1 creature(deadly insect)
6/1 creature(deadly insect)
3/1 creature(pincher beatle)
player life 11
board : 4 lands
3/3 creature (cinderwall)
and the AI didn´t attack for several turns !
mana creatures (llanowar elves etc) are just getting used as lands , as attacker if the attack would be lethal with them or to chump block to prevent their own death .
could you add a line that would make em use low priority creatures (1/1 tokens , mana fix creatures while you got 5 lands+) as chump blocker when the incoming damage would be 1/3+ of the AIs current TOTAL life (unless the AI could kill with that creature the next turn)
Exalted is another issue. the AI doesn´t use the ability at all. AI won´t even attack with 5 exalted creatures on his side of the board while there is only a wall of swords on the players side.
cards like heavy ballista are getting ignored and the AI does some really retarded blocks (3 creatures vs 1 fatty - while ballista taking out one -> resulting in massive card advantage over and over again).cards that sac themselve after blocking getting handled as normal blockers aswell.
creatures with lifelink / cards that grant lifelink should get a higher priority to get rid of - currently it´s just absurd how the AI behaves vs creatures with lifelink .
would it be possible to make a check before the attack step that would count all creatures power(-walls) together and if that number exceeds the defenders total toughness by 5 or more (while the "player" has got less than 10 life)the AI will declare a FULL attack ?
the AI attacks if there are no available blockers(cause they are tapped). even if that means they die next turn cause they don´t have any blockers available.
general advice would be a counter of how much damage the AI will deal and how much the player will deal on his turn from creatures .and if that number exceeds the total lifepoints of their own / the enemy they should leave some defenders if they can´t go for the direct kill (chump block / use walls etc)