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Card AI (Improvements) Requests

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Re: Card AI (Improvements) Requests

Postby friarsol » 05 Jul 2013, 12:22

cc-drake wrote:AI uses Baton of Morale to give his creatures multiple instances of Banding, and then doesn't attack with these.
AI shouldn't even be using banding cards yet, there isn't any decision making support for them.
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Re: Card AI (Improvements) Requests

Postby freddyjsg » 05 Jul 2013, 17:49

Ai is casting Research the Deep in its second main phase when it has a creature equipped with Diviner's Wand
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Re: Card AI (Improvements) Requests

Postby SecretCaveman » 05 Jul 2013, 21:35

AI casts Feral Lightning in his second Mainphase
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Re: Card AI (Improvements) Requests

Postby friarsol » 07 Jul 2013, 17:50

AI continues to level up creatures when attached by cards like Pacifism. While there are a few of these creatures that would still benefit by further leveling up, most of them only give combat bonuses.
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Re: Card AI (Improvements) Requests

Postby Zirbert » 07 Jul 2013, 18:02

The AI keeps Sunspring Expedition on the table - that is, doesn't sacrifice it - even when it's built up way more than the required three counters. There's almost never a reason not to sac it and gain the life as soon as it has the counters.
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Re: Card AI (Improvements) Requests

Postby Sloth » 09 Jul 2013, 18:49

These should be fixed:
Proteus wrote:AI should really be playing AEther Spellbomb in first main phase. Seeing it make a suicidal attack to put me to 1 life then bounce my creature afterwards is kinda sad.
cc-drake wrote:AI activates his Zuran Orb each turn even if he's at 20 life.
SecretCaveman wrote:AI sometimes uses no ability of Vraska the Unseen on his turn (+1 is always favorable)
friarsol wrote:AI continues to level up creatures when attached by cards like Pacifism. While there are a few of these creatures that would still benefit by further leveling up, most of them only give combat bonuses.
Thanks Proteus, cc-drake, SecretCaveman and sol.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 09 Jul 2013, 20:46

AI doesn't activate Planeswalker's Fury.
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Re: Card AI (Improvements) Requests

Postby Zirbert » 10 Jul 2013, 04:06

When I Recoil the AI's Dodecapod, it discards another card (if it has one). It should discard the Dodecapod itself, to put it into play with +1/+1 counters. Maybe we could use some kind of "DiscardMe" flag, similar to the way the AI knows to sacrifice (literally or by chump-blocking) creatures with good death abilities.
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Re: Card AI (Improvements) Requests

Postby friarsol » 10 Jul 2013, 04:18

Zirbert wrote:When I Recoil the AI's Dodecapod, it discards another card (if it has one). It should discard the Dodecapod itself, to put it into play with +1/+1 counters. Maybe we could use some kind of "DiscardMe" flag, similar to the way the AI knows to sacrifice (literally or by chump-blocking) creatures with good death abilities.
We have one already, and Dodecapod has it: "SVar:DiscardMeByOpp:3" not sure why the AI didn't actually discard the Dodecapod though.
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Re: Card AI (Improvements) Requests

Postby cc-drake » 10 Jul 2013, 07:41

- AI uses Caller of Gales to give itself flying, which is usually useless.
- When AI has 4 mana and I control no nonland permanents, AI evokes Nevermaker, returning one of his own permanents to his library.
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Re: Card AI (Improvements) Requests

Postby jsv » 11 Jul 2013, 04:09

AI activates Chimeric Egg as soon as it can, which is typically during opponent's M2 phase. :) And even when AI gets timing right it doesn't check if the resulting creature can do any good. I think about removing the card from random decks. On the other hand, it's 6/6 with trample when AI does get it right... it can be devastating occasionally. Any opinions?
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Re: Card AI (Improvements) Requests

Postby Marek14 » 11 Jul 2013, 09:04

AI sometimes plays a karoo land like Gruul Turf and then returns it to hand.
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Re: Card AI (Improvements) Requests

Postby Agetian » 12 Jul 2013, 05:47

The AI sometimes misuses Veldaken Shackles - it may choose not to untap it if it wants to keep controlling the same creature for more than one turn, but instead it always untaps it and retaps it on the same creature. Maybe add some check to it so that if it's going to retap on the same creature (instead of tapping on the other), the AI should simply choose not to untap Shackles? (otherwise it uses the card perfectly well, choosing the best creature I have to control with it and retapping it on another creature if I have something better).

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Re: Card AI (Improvements) Requests

Postby Marek14 » 12 Jul 2013, 09:40

AI boosted Necratog when it only had one creature in graveyard -- as it was being blocked by a Horned Turtle there was no point since both creatures would survive either way.

AI unearthed Vithian Stinger and attacked with it, though it has power 0.

Triggered ability stacking: AI had Scourge of Numai and Blood Speaker, no other creatures. It stacked the abilities so it sacrificed the Speaker first and then lost 2 life for not having an Ogre, but he could have avoided it by resolving Scourge of Numai first.
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Re: Card AI (Improvements) Requests

Postby SecretCaveman » 13 Jul 2013, 07:50

AI used Mystifying Maze on one of my attacking creatures after combat damage was dealt.
AI moves +1/+1 counters from Forgotten Ancient onto my creatures if its the only creature the AI has.
AI uses ability of Spike Drone to put a counter on itself, wasting 2 Mana
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