Deck 1
Bigger green creatures with rapid mana acceleration.
- | Open
- 4 Apes of Rath|TMP
2 Carnassid|STH
4 Eladamri's Vineyard|TMP
4 Endangered Armodon|STH
4 Forest|TMP|1
4 Forest|TMP|2
12 Forest|TMP|3
3 Forest|TMP|4
2 Heartwood Treefolk|TMP
4 Overgrowth|STH
2 Primal Rage|STH
3 Rootbreaker Wurm|TMP
4 Skyshroud Troopers|STH
4 Spined Wurm|STH
4 Verdant Force|TMP
AI ignores mana already in its mana pool when casting spells. Even though it had GG from
Eladamri's Vineyard, it tapped 2 forests to cast
Primal Rage instead of playing a 2GG cost card from hand. Next turn with 3 untapped forests and 2 GG in pool it didn't cast any cards even though it had three creature cards with CMC 4.
Surprisingly, next turn it did use the mana to play an
Overgrowth, but only because it could have played it from only the lands.
Overgrowth - The AI doesn't recognize these as producing mana - they don't enable the AI to cast bigger spells. The AI also taps the land it enchants to pay for it when it doesn't have to. (I suggest targeting the newest land in play as it usually taps the oldest first)
This deck is unplayable because it relies on thee two cards heavily.
Next :
- | Open
- 2 Avenging Angel|TMP
4 Constant Mists|STH
3 Forest|TMP|1
1 Forest|TMP|2
7 Forest|TMP|3
1 Forest|TMP|4
2 Helm of Possession|TMP
4 Hermit Druid|STH
4 Oath of Lieges|EXO
4 Pegasus Stampede|EXO
5 Plains|TMP|1
1 Plains|TMP|2
1 Plains|TMP|3
4 Plains|TMP|4
3 Soltari Champion|STH
4 Soltari Trooper|TMP
4 Soltari Visionary|EXO
4 Spike Weaver|EXO
2 Verdant Force|TMP
Constant Mists with land advantage cards and shadow creatures.
This deck works fair well, except for one very important thing. The AI needs to learn to save mana for casting
Constant Mists or
Spike Weaver activations when it's about to die - if it lets the damage through, it loses. Semi-unplayable as is.
next : Stompy
- | Open
- 4 Cursed Scroll|TMP
4 Elven Rite|STH
3 Elvish Fury|TMP
7 Forest|TMP|1
4 Forest|TMP|2
3 Forest|TMP|3
5 Forest|TMP|4
2 Heartwood Dryad|TMP
1 Mirri, Cat Warrior|EXO
4 Muscle Sliver|TMP
3 Overrun|TMP
4 Rootwalla|TMP
2 Seeker of Skybreak|TMP
4 Skyshroud Elite|EXO
2 Tempting Licid|STH
4 Trained Armodon|TMP
4 Wasteland|TMP
Nice, the AI played
Elven Rite! That means this one is fully AI playable. (after I remove Tempting Licit, it isn't very good anyway)
4 wins, 3 losses, this deck is fairly good, probably worth setting as medium.
next :
- | Open
- 2 Benthic Behemoth|TMP
4 Counterspell|TMP
4 Dream Halls|STH
2 Forest|TMP|1
2 Forest|TMP|2
6 Forest|TMP|3
2 Forest|TMP|4
4 Island|TMP|1
2 Island|TMP|2
1 Island|TMP|3
4 Island|TMP|4
2 Mana Leak|STH
4 Oath of Druids|EXO
2 Primal Rage|STH
4 Propaganda|TMP
3 Rootbreaker Wurm|TMP
4 Sliver Queen|STH
3 Spike Hatcher|EXO
3 Spike Weaver|EXO
2 Verdant Force|TMP
Big creatures played through
Dream Halls and
Oath of Druids.
The AI is not playing cards through
Dream Halls as far as I see and it causes a slowdown when in play.
Based on games played, this will be at least Hard once fixed, but for now it's unplayable due to that.
Next : black control with
Necrologia- | Open
- 2 Bottle Gnomes|TMP
1 Brush with Death|STH
2 Coffin Queen|TMP
2 Dark Banishing|TMP
4 Dark Ritual|TMP
2 Dauthi Mindripper|TMP
2 Dauthi Slayer|TMP
2 Death Stroke|STH
4 Diabolic Edict|TMP
2 Dregs of Sorrow|TMP
4 Knight of Dusk|TMP
2 Mox Diamond|STH
4 Necrologia|EXO
5 Swamp|TMP|2
13 Swamp|TMP|3
4 Swamp|TMP|4
1 Volrath's Stronghold|STH
4 Wall of Souls|STH
Checked the thread and it seems you haven't finished that card yet so putting this and the B/W version into unplayable.
That leaves the two decks with en-Kor creatures.
...nope, the AI doesn't consider the ability when declaring attackers/blockers and doesn't use it when they could save a creature. These are also unplayable.
Out of previously unplayable decks, I believe the fittest/recurring one, and the blue control with the draw spells should now work, so retesting those. Silvers should also be fine now with Mox Diamonds working.