Let me take a quick look at tempest decks then...
Cursed Scroll (many decks) - This is the most important one. The AI should activate this when holding exactly 1 card in hand (even if that means during upkeep before drawing or something like that) or, nonzero cards at end of opponent's turn if there is nothing else to spend untapped mana on. "chosen card name" should be the name of the card the AI has most copies of in hand.
Null Brooch - AI should activate this if number of cards in hand is 0 or 1, OR if the AI already has Ensnaring Brige in play. In all other cases, it's better if it doesn't use it.
Bottomless Pit - Should have lower play priority than
Ensnaring Bridge - otherwise you risk discarding it and the whole point is to make that work better as it empties the hand. (Yes, I know there is no priority system yet. It needs to be implemented first.)
Dungeon Shade - AI should not play the card drawn in hand when this is in play with
Ensnaring Bridge, instead it should attack (while the 1 card is in hand), pump the creature and then play the card. (in general, AI should never pump this until after blockers are declared - I've seen the AI pump
Vampire Bats and such in the main phase before attacking.)
Sudden Impact - Marked AI unplayable, not sure why, but ideally the AI should play this during the draw step of the opponent after drawing as early as possible (holding back other plays)
Buyback - don't know if the AI has correct logic for using these, especially with
Memory Crystal and Medallions (those are all marked ?). Also, the game doesn't announce the AI used or not used buyback when playing spells, the player has to guess from the number of tapped lands.
Carrionette - is marked AI unplayable. Ideally AI should use it only if the target can't pay 2 and discard/sac as cost if able.
Hermit Druid - marked "?", AI should use it always, unless library size<20 cards.
Volrath's Stronghold - is marked AI unplayable. Ideally, activate it if no cards to play in hand exists (so drawing a creature is better than risking to draw a land) and nothing else can be done with the mana at end of turn. (prioritize using the
Cursed Scroll if both are possible.
Commander Greven Il Vec - play when there is a creature to sacrifice and it's weaker than, say, 4/4?
Mogg Raider - Sac blocked creatures if unblocked creatures can kill the player if pumped. Otherwise, sac blocked creatures that can't kill the blocker to enable others to do so or deal more damage to the player.
Helm of Possession - The AI should not untap this if it's controlling a creature. The AI should aim to sacrifice the creature it is holding if possible - ideally to a second copy of the Helm.
Spirit Mirror - the created token should be used for "sacrifice a creature" effects. The token should be destroyed if enchanted by the enemy or targeted by an enemy buyback spell. Any enemy "Reflection" creatures should also be destroyed at all time - even if they are not the token.
Skyshroud Elf - use if a spell that needs to colored mana is being played.
Jakalope Herd - play if
Pandemonium is in play or there is nothing else the AI could play from its hand.
Segmented Wurm - why is this marked unplayable? It's just a 5/5 for 5. I'm guessing it's safe if the deck has nothing that would make the AI target it?
Maniacal Rage - marked AI unplayable currently. It's in an aggro deck so I guess the AI should always use it? If it's trying to block it's already losing...(but avoid in drafts and random decks)
Spike Rogue - no idea why this is unplayable but I guess I can leave it out of the spike deck if there is a reason.
Survival of the Fittest - pretty sure I've seen decks built around this, not sure why it's marked unplayable.
Recurring Nightmare - sac weak creatures or anything marked as sacrifice fodder to get back stronger ones. (I suppose, higher casting cost works for this)
Living Death - calculate AIGain+EnemyLoss-AIloss-EnemyGain in creature value similarly to WoG effects, but the threshold should be much higher for playing the card, something around at least a 4/4 creature worth of advantage total?
Erratic Portal - target any own "when enters battlefield, do
X" creatures where
X is a beneficial effect, prioritizing the lowest cost. Also target any OTHER enemy creature if they can't pay the 1, prioritizing the highest cost.
Furnance Brood - why is this marked unplayable? It's just a 3/3 for 4. It's fine if the AI isn't using the ability at all.
That's all already in decks and marked unplayable or "?".
Cards that aren't in decks but could most likely be : En-Kor with
Angelic Protector and
Worthy Cause for an infinite lifegain combo
Earthcraft - not sure if any good combo for this exists within the block?
Squirrel Nest is outside.
Hatred - if unblocked creature can win the game, use
X enough to do so. Could be a nice addition to the Dauthi deck.
Necrologia - Draw so hand size becomes 7, play if hand below 3? Not sure which deck to use it in though but I could probably come up with something.
Knight of Dawn - good weenie creature but marked unplayable.
En Kor creatures - should redirect all damage to targets with appropriate protection or those with enough toughness not to die. Especially with the above Knights of Dawn, would be a nice deck.
Soltari Guerillas - would be nice if it worked, to make a red-white shadow/direct damage deck
Dregs of Sorrow - also marked unplayable, might be decent as a 1-of in a black control with
NecrologiaReins of Power - attack, then sac all the stolen creatures to anything that allows doing so. Not sure if I can build a deck around this but would be nice. With
Altar of Dementia perhaps? or as a challenge so more than 4 copies can be used.
Pursuit of Knowledge - it should always skip draws and always sac to draw I guess.
Puppet Strings - use the tap effect before combat to untap own tapped, or tap enemy untapped creatures.
Flickering Ward - amazing card for white creature decks. Just pick the color the enemy plays most cards of, and return to hand if the spell or enchanted creature is about to die.
Mox diamond - always play if able and have land to discard? Guess same problem as the portal Wyrm the AI can't hold lands to do so? I guess this one isn't very important as it's card disadvantage, but I could see it working in some decks (slivers especially but also anything that draws extra cards in larger quantity)
Mind Over Matter,
Intruder Alarm - was there a block only deck for these? Idk, will need to think about that.
Reflecting Pool - pretty useful mana source but auto-tapping still uses this to produce wrong color so I guess it's not going to work for AI until that is fixed.
Note that I haven't tested the decks yet, I'm basing this list entirely on what is marked AI unplayable in the editor.
Oh and I suspect the AI doesn't recognize Shadow as an evasion ability - when at low life, it tends to not attack and keep blockers against my Shadow creatures even though those can't block them.