AI always casts Prismatic Ending for
X=0, failing to remove any permanent with more than 1 CMC. It should pay the appropriate amount for
X in the right colours needed. It should never cast PE on a permanent it doesn't have enough available mana/colours to successfully remove.
AI is extremely aggressive at invoking the elemental incarnations, wasting their effects:
- It will sometimes choose to evoke an incarnation even when it has enough available mana to hard cast it. I suggest making AI prefer hard-casting if possible.
- It will evoke Endurance for literally any reason. For example, in response to you cracking a fetchland on turn 1, in order to shuffle that single fetchland back into your library. I suggest either making the AI never evoke Endurance, or only do so in response to a spell or ability that targets a card in the graveyard such as Snapcaster Mage or Reanimate
- It will evoke Solitude while at 20 life targeting a creature like Sakura Tribe Elder which can just sacrifice itself in response for full value. It will also do at the first moment it's possible, instead of waiting for e.g. the target to declare an attack. Ideally the AI would have have some minimum threshold of threat level to use the evoke on a given target, only evoking to remove a creature that either has a strong ability or has declared an attack for a significant portion of the AI's remaining health.
- It will evoke Fury to remove a single 1-1 creature while at 20 life. I suggest only evoking Fury under a few scenarios: to remove 3+ targets, to remove at least ~3 CMC or ~4 power worth of targets, or when the AI has low hp.
I think generally, erring on the side of patience with the incarnations would be closer to optimal.
AI does not understand the evoke mechanic and will use instant speed removal (including evoking their own solitude) in response to the evoke sacrifice-on-ETB ability, effectively wasting their spell on a creature that was about to kill itself anyway. I suggest making the AI not try to remove a creature if the target has an evoke ability on the stack. Alternatively, some general improvements to AI timing to get it to favour using instant removal A) in response to a buff spell, enchantment, or equip ability B) after attacks are declared or C) at the end of the opponent's turn. Instead of just always casting it at the first available opportunity.
AI will sometimes go to its second main phase for no particular reason, then play a card which should be played in the first main phase (e.g. a haste creature, or something with a beneficial ability that triggers at the beginning of combat). This is probably a very difficult problem to solve. However, I think the AI's preference to play things after combat is often the cause of this mistake. So I suggest a simple improvement: to only apply this preference if the AI intends to actually attack. If the AI sees no profitable attacks, it should stay in its first main to play its cards, then go to combat.
AI will spend all of its mana to "
Splinter Twin" combo with two copies of Reflection of Kiki-Jiki. The only problem is, it doesn't actually achieve anything unless they have some payoff like
Blood Artist in play. Simplest change is probably to have the AI not target RoKJ with
token copies of RoJK. It will miss out on some sweet niche scenarios where making 10 tapped 2-2s is useful, but that's probably worth it to prevent it from wasting all of its turns if it has two RoKJs in play.