Continuing...
- | Open
- 4 Bottomless Pit|STH
4 Bounty Hunter|TMP
2 Coffin Queen|TMP
4 Cursed Scroll|TMP
4 Dark Ritual|TMP
2 Dauthi Mindripper|TMP
2 Dungeon Shade|STH
4 Ensnaring Bridge|STH
4 Megrim|STH
4 Null Brooch|EXO
4 Scalding Tongs|TMP
6 Swamp|TMP|1
1 Swamp|TMP|2
4 Swamp|TMP|3
7 Swamp|TMP|4
4 Wasteland|TMP
Deck built on the "empty own hand" mechanic.
Null Brooch,
Ensnaring Bridge,
Bottomless Pit,
Cursed Scroll.
Dungeon Shade - I blocked this with a 2/1 and the AI had 4 untapped swamps but didn't pump it.
Mox Diamond - Not in the deck currently, any chance for AI support on this card? I think it could improve it significantly by speeding up both mana and hand depletion.
In the current form, I won 6 out of 7 - so this should be an easy opponent but I'll bump it up to medium because it has a lot of frustrating/hard to deal with mechanics. I'm also trying to build a faster and more efficient version for hard, not sure if possible.
Next :
- | Open
- 4 Capsize|TMP
4 Fanning the Flames|STH
3 Island|TMP|1
3 Island|TMP|2
4 Island|TMP|3
2 Island|TMP|4
4 Memory Crystal|EXO
3 Mountain|TMP|1
6 Mountain|TMP|2
2 Mountain|TMP|3
4 Ruby Medallion|TMP
4 Sapphire Medallion|TMP
2 Searing Touch|TMP
2 Shattering Pulse|EXO
3 Wall of Diffusion|TMP
2 Wall of Razors|STH
4 Wall of Tears|STH
4 Whispers of the Muse|TMP
Capsize - The AI taps itself out by casting this during upkeep. Should be used at end of turn or at least during enemy combat phase unless it's removing a blocker. This is especially problematic because the AI was holding
Fanning the Flames and could have killed those same creatures instead.
For now this deck is marked unplayable.
Next :
- | Open
- 4 Avenging Druid|EXO
3 Burgeoning|STH
2 Dirtcowl Wurm|TMP
4 Evincar's Justice|TMP
7 Forest|TMP|1
5 Forest|TMP|2
3 Forest|TMP|3
2 Forest|TMP|4
4 Hermit Druid|STH
4 Horn of Greed|STH
4 Nature's Revolt|TMP
1 Overrun|TMP
4 Rampant Growth|TMP
3 Spidersilk Armor|MMQ
3 Swamp|TMP|2
5 Swamp|TMP|3
2 Swamp|TMP|4
Deck built around
Nature's Revolt - lots of land acceleration. Unfortunately had to use a card from outside the block (
Spidersilk Armor) because there is no card in the block with the effect "all creatures get +0/+1 or +1/+1".
No AI problems - deck works and if it gets the combo in play, it wins - but it's very slow so easy difficulty.
Next :
- | Open
- 4 Commander Greven il-Vec|TMP
4 Grave Pact|STH
4 Helm of Possession|TMP
2 Hornet Cannon|STH
4 Lab Rats|STH
4 Oath of Lieges|EXO
4 Pegasus Stampede|EXO
4 Plains|TMP|1
1 Plains|TMP|2
1 Plains|TMP|3
5 Plains|TMP|4
2 Selenia, Dark Angel|TMP
2 Soltari Visionary|EXO
4 Spirit Mirror|TMP
2 Staunch Defenders|TMP
1 Swamp|TMP|1
3 Swamp|TMP|2
4 Swamp|TMP|3
3 Swamp|TMP|4
2 Wall of Essence|STH
Doesn't seem to draw enough creatures to use the pact and helm, adding 2 more walls of essence.
Hornet Cannon - AI uses it during upkeep, shouldn't. Use this during the beginning of combat phase only (own if planning to send the token to attack, enemy if block). However I think the deck works better without the card anyway, so I'm removing it.
With the above changes, I lost 3 out of 5, this deck definitely works and goes into the "at least medium" folder.
Next deck has
Price of Progress and
Sudden Impact again - I haven't seen any commits on AI for those yet so moving this to the unplayable folder.
Next one :
- | Open
- 4 Apes of Rath|TMP
4 Charging Rhino|TMP
7 Forest|TMP|1
4 Forest|TMP|2
7 Forest|TMP|3
5 Forest|TMP|4
1 Horned Sliver|TMP
2 Mirri, Cat Warrior|EXO
3 Mongrel Pack|TMP
4 Muscle Sliver|TMP
1 Plated Rootwalla|EXO
2 Rabid Wolverines|EXO
2 Skyshroud Archer|STH
2 Skyshroud Elite|EXO
2 Spike Weaver|EXO
2 Spined Wurm|STH
4 Trained Armodon|TMP
4 Wall of Blossoms|STH
Simple green creature deck with big, efficient creatures. Probably easy tier.
Won 6 out of 8. Suitable for easy but has potential for medium if we add some spells.
next :
- | Open
- 4 Apes of Rath|TMP
4 Craven Giant|STH
3 Forest|TMP|1
3 Forest|TMP|2
1 Forest|TMP|3
3 Forest|TMP|4
3 Jackalope Herd|EXO
2 Mountain|TMP|1
2 Mountain|TMP|2
3 Mountain|TMP|3
1 Mountain|TMP|4
4 Pandemonium|EXO
4 Rampant Growth|TMP
3 Rathi Dragon|TMP
4 Segmented Wurm|TMP
4 Skyshroud Elf|TMP
4 Spined Wurm|STH
4 Wall of Razors|STH
4 Wild Wurm|TMP
Pandemonium with creatures that have high power for a low cost.
This works very poorly. The AI should learn to play
Pandemonium first from its hand otherwise the deck just doesn't work.
Aside from that it suffers from the same problem as the green deck : cost efficient big creatures with no abilities just isn't enough to win a game - the player will leave blockers and sneak in with flying or shadow attackers, or play removal - a few terrors and 2/2s beats a deck like this, unless it draws the
Pandemonium and plays it before the creatures, even then it's probably slow.
So I'll put this into easy - even if the AI learns to play
Pandemonium first it's still a weak deck.
Next one :
- | Open
- 4 Blood Frenzy|TMP
4 Canyon Wildcat|TMP
4 Fireslinger|TMP
4 Giant Strength|TMP
4 Jackal Pup|TMP
4 Maniacal Rage|EXO
4 Mogg Fanatic|TMP
4 Mogg Maniac|STH
5 Mountain|TMP|1
5 Mountain|TMP|2
6 Mountain|TMP|4
4 Raging Goblin|EXO
4 Rathi Dragon|TMP
4 Wasteland|TMP
Red aggro, creature based deck.
Won 5 out of 6, this deck isn't working as well as I hoped.
This seems to be the case where Profile=Reckless might improve performance, I'll retest with that, and I'll also add some removal and Cursed Scrolls.
The AI is still accelerating its own demise by using
Fireslinger to deal damage to players when it's lower on health himself. This needs to be fixed - while not a major concern in this deck, it is blocking at least two other decks from inclusion.
After modifications, I lost 4 out of 7, so the improved version will be tested for medium or higher difficulty in the next loop. The unmodified one will be included as easy difficulty.