State of competitive AI

This post is a brief summary of the current state of the AI playing competitive decks for Standard mainly. I am writing this mainly to help organise my thoughts and hopefully, get some feedback or help from the rest of the community.
Firstly, I am only addressing the AI playing Standard and Limited decks since any meta-game with significant numbers of combo decks is one where the AI is hopeless. For starters, the AI should be given post-sideboarded decks to make up for the fact that the human gets to sideboard from game 2 onwards while the AI is stuck with the same deck.
Things the AI is bad at or cannot do:
1. make sequences of decisions
2. optimise land drops (largely relevant for the current Standard with fetches and battle-lands)
3. mulligan (spells + lands, no cheap threats, no interaction, etc.)
4. play control (what to counter, when to sweep, play defence)
The AI is at its best playing classic mid-range decks where the curve is balanced and the best course is usually to play the most expensive card available. Examples in recent years are Mono-Black Control from Theros, Abzan/Jeskai from KTK and BFZ. In most of these cases, it is usually good enough to grab winning deck-lists and replace AI-unsuitable cards to have a decent match.
The AI is largely competent with more aggressive decks like Mono-Blue, Abzan Aggro and BR Aggro since the plan of playing threats and going for the win is still valid. Points 2 and 3 above are more problematic here since aggressive decks are more reliant on closing the game quickly.
The AI is usually bad with control decks since the nuances of card advantage are lost on it. It might win if it is lucky with having the right spells at the right time or if control cards are exceptionally powerful (eg. Supreme Verdict + Sphinx's Revelation). However, most games end with the AI defeating threat after threat but finally failing to stop that last threat.
Future plans:
Point 3 might be solved by implementing a generic AI strategy controller that considers the deck being played. My current idea is to consider creatures and planeswalkers as "threats" and force a mulligan if there are insufficient threats below CMC 4. This controller can then be expanded later to incorporate better decisions with scry/filter/discard effects and maybe tackle point 4 eventually.
Firstly, I am only addressing the AI playing Standard and Limited decks since any meta-game with significant numbers of combo decks is one where the AI is hopeless. For starters, the AI should be given post-sideboarded decks to make up for the fact that the human gets to sideboard from game 2 onwards while the AI is stuck with the same deck.
Things the AI is bad at or cannot do:
1. make sequences of decisions
2. optimise land drops (largely relevant for the current Standard with fetches and battle-lands)
3. mulligan (spells + lands, no cheap threats, no interaction, etc.)
4. play control (what to counter, when to sweep, play defence)
The AI is at its best playing classic mid-range decks where the curve is balanced and the best course is usually to play the most expensive card available. Examples in recent years are Mono-Black Control from Theros, Abzan/Jeskai from KTK and BFZ. In most of these cases, it is usually good enough to grab winning deck-lists and replace AI-unsuitable cards to have a decent match.
The AI is largely competent with more aggressive decks like Mono-Blue, Abzan Aggro and BR Aggro since the plan of playing threats and going for the win is still valid. Points 2 and 3 above are more problematic here since aggressive decks are more reliant on closing the game quickly.
The AI is usually bad with control decks since the nuances of card advantage are lost on it. It might win if it is lucky with having the right spells at the right time or if control cards are exceptionally powerful (eg. Supreme Verdict + Sphinx's Revelation). However, most games end with the AI defeating threat after threat but finally failing to stop that last threat.
Future plans:
Point 3 might be solved by implementing a generic AI strategy controller that considers the deck being played. My current idea is to consider creatures and planeswalkers as "threats" and force a mulligan if there are insufficient threats below CMC 4. This controller can then be expanded later to incorporate better decisions with scry/filter/discard effects and maybe tackle point 4 eventually.