Card AI (Improvements) Requests
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Re: Card AI (Improvements) Requests
by MrMystery314 » 13 Nov 2019, 16:02
The AI will activate Watchful Automaton's ability in MoJhoSto, wasting mana for no benefit.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 21 Nov 2019, 00:55
The AI will not pair Nightshade Peddler with creatures it controls with first strike/double strike, instead choosing suboptimal targets.
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Re: Card AI (Improvements) Requests
by rickp » 29 Nov 2019, 02:52
Any chance to make Thespian's Stage work better?
I know the game says the AI can't play the card well but the AI doesn't seem to use it in decks I've seen - either to clone dual mana producing lands or something like dark depths or lands that can generate creature tokens like Dwarven Mine.
I know the game says the AI can't play the card well but the AI doesn't seem to use it in decks I've seen - either to clone dual mana producing lands or something like dark depths or lands that can generate creature tokens like Dwarven Mine.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 05 Dec 2019, 04:40
The AI will not remove a Worship I control, even if it has the means and it is the only thing preventing it from winning.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 18 Dec 2019, 23:35
The AI will still pay for The Tabernacle at Pendrell Vale for its indestructible creatures.
The AI will attack creatures into Stuffy Doll without trample or any way to actually benefit from the attack.
The AI will attack creatures into Stuffy Doll without trample or any way to actually benefit from the attack.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 25 Dec 2019, 23:00
The AI will indiscriminately sacrifice its creatures to Undercity Informer, opening itself up to lethal attacks which it otherwise would not be vulnerable to.
The AI will pay the buyback cost on Elvish Fury when it has stronger cards to play and re-casting the card would not be advantageous.
The AI will pay the buyback cost on Elvish Fury when it has stronger cards to play and re-casting the card would not be advantageous.
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Re: Card AI (Improvements) Requests
by squee1968 » 03 Jan 2020, 14:16
Can something be done with Battletide Alchemist? Sometimes, the AI won't block because it thinks I'm going to prevent the damage.
Re: Card AI (Improvements) Requests
by MrMystery314 » 12 Jan 2020, 17:40
The AI forgets about Notion Thief when I control it.
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Re: Card AI (Improvements) Requests
by AStrangerIsHere » 17 Jan 2020, 18:56
The AI should use cards with scry or dig at the end of the opponent's turn. I guess it could use AILogic$ BestOpportunity with cards with scry/dig, because I tried to put it in, for example, Thassa's Intervention, but the AI will always use the first ability during its turn. Even if it has only three lands.
And it's also the same with Omen of the Sea.
And it's also the same with Omen of the Sea.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 24 Jan 2020, 05:41
In multiplayer games, the AI will activate Spellskite even when other players are targeting other players' permanents, helping other players with no benefit to itself.
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Re: Card AI (Improvements) Requests
by MrMystery314 » 27 Jan 2020, 03:05
The AI will not utilize the ability of Matsu-Tribe Sniper.
The AI will enchant my own creatures with Sigil of Sleep.
The AI will play Command Tower, Opal Palace, and Path of Ancestry in Limited.
The AI will waste its turns activating Myr Quadropod's ability
The AI will enchant my own creatures with Sigil of Sleep.
The AI will play Command Tower, Opal Palace, and Path of Ancestry in Limited.
The AI will waste its turns activating Myr Quadropod's ability
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Re: Card AI (Improvements) Requests
by MrMystery314 » 08 Feb 2020, 06:06
The AI chooses to bounce my creatures with beneficial ETB abilities like Bloodhunter Bat over other options
The AI activates Coastal Hornclaw's ability multiple times in a turn for no benefit
The AI will sacrifice an Evolving Wilds when it has The Gitrog Monster out and 1 card in its library, which doesn't particularly help it
The AI will choose to dredge cards useless in the current situation, for instance a Nightmare Void when I have 0 cards in hand, accidentally milling itself to death
The AI activates Coastal Hornclaw's ability multiple times in a turn for no benefit
The AI will sacrifice an Evolving Wilds when it has The Gitrog Monster out and 1 card in its library, which doesn't particularly help it
The AI will choose to dredge cards useless in the current situation, for instance a Nightmare Void when I have 0 cards in hand, accidentally milling itself to death
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Re: Card AI (Improvements) Requests
by PrinzMurmel » 02 Apr 2020, 09:47
Hi,
in my current session (v1.6.32), the AI repeatedly attached multiple instances of Indestructibility to the same card, like in the screenshot. It even did so with a land as target!
Regards, P.M.
in my current session (v1.6.32), the AI repeatedly attached multiple instances of Indestructibility to the same card, like in the screenshot. It even did so with a land as target!
Regards, P.M.
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Re: Card AI (Improvements) Requests
by goblinwelder » 16 Apr 2020, 06:29
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Re: Card AI (Improvements) Requests
by EspyPsyche » 19 Apr 2020, 15:11
Two AI issues I've noticed.
1) The AI cannot see counters on non-creatures.
If I have two or more copies of Myth Realized on the board, and the AI has removal that can destroy Myth Realized while it's an enchantment, the AI targets the Myth Realized with the lower number of counters when it should target the one with more counters. Enchantments that don't become creatures but get stronger with counters (haven't tested with artifact noncreatures yet) also are affected by this such as Aria of Flame.
(I have Myth Realized with 4 counters and another with 1 counter. AI plays Abrupt Decay. It should target the one with 4 counters, but it targets the one with one counter instead. The AI does the same thing with bounce effects like Jace TMS. It properly targets when it's a creature, such as with Swords to Plowshares.)
2) The AI cannot use Veil of Summer properly.
Veil of Summer should be used in response to blue or black removal spells or in response to spells that use the word "counter". Instead, the AI plays Veil of Summer off the top of the library as soon as it is drawn.
1) The AI cannot see counters on non-creatures.
If I have two or more copies of Myth Realized on the board, and the AI has removal that can destroy Myth Realized while it's an enchantment, the AI targets the Myth Realized with the lower number of counters when it should target the one with more counters. Enchantments that don't become creatures but get stronger with counters (haven't tested with artifact noncreatures yet) also are affected by this such as Aria of Flame.
(I have Myth Realized with 4 counters and another with 1 counter. AI plays Abrupt Decay. It should target the one with 4 counters, but it targets the one with one counter instead. The AI does the same thing with bounce effects like Jace TMS. It properly targets when it's a creature, such as with Swords to Plowshares.)
2) The AI cannot use Veil of Summer properly.
Veil of Summer should be used in response to blue or black removal spells or in response to spells that use the word "counter". Instead, the AI plays Veil of Summer off the top of the library as soon as it is drawn.
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