My wife found the two screenshots on my desktop, asked me what those were. I explained in a few sentences, she couldn't stop laughing. She never played magic in her life, yet she asked: "Did the guys who made this game know anything about how it's supposed to work?" I'd love to say yes, but how can I? She's looking at the screenshots, they got a convincing argument. She said it was the funniest thing she saw all week.
If the situation is hilarious even to a bystander, why would someone who'd want the thing to work need extra motivation to want to fix it? I mean, how can you expect it to not be hilarious or complained about? You and me are irrelevant, how did some people, who're not us, get paid for a mtg simulator where attacking with creatures is something the AI can't do? That's what my wife asked, how did those guys ever get away with obvious fraud?
Anywho, if I want a deck for the
Forest Dragon for me and mine, I'll have to stay up all night - if I'm lucky. I'm at v7 right now, none worked, because they can't. How can I find motivation for that, even though the situation is what the screenshots say it is? I don't even expect you to do anything, but anyone trying to make a green deck behave like a green deck is up against those screenshots in a 1000 varieties.
Imagine if I went and posted everything that's wrong in the bug tracker? I don't even want to bother you with it - you'll do something about it when you do something about it, if you do anything about it. But expecting anyone who sees that not to comment on it is a bit much. You could have an full concert hall of people who don't know anything about mtg laughing their assess off with a slideshow of the AI attempting to play green decks, someone could make good money on the tickets.
I mean, relax for a second and just looook at the screenshot with all the regen effects and the AI not attacking. What that meant could be hours of me sitting there trying to get the bastard to just bloody atack, but I couldn't help but laugh about it in the end. I could put it on the desktop and whatever's currently giving me a hard time would immediately seem easier that that poor AI struggling with the epic question if whether it's safe enough to attack

It can regen it's dude 3 times over, but you know, can't be sure, can't be sure... It's so ridiculous it makes you feel sorry for it instead of yourself for having to deal with it.
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Anyway, my sanity-keeping techniques aside, this is what I got for forest dragon. Because the damned thing exhausted me and I still need to keep room for 2 more functional green decks (that being the Beastmaster and the Green Wizard). The tools are very limited (because of how green is designed), and the problems are quite deep, and what's worse even when the tools (cards) which could help the sitatien are there, they end up not working right (not that there anything wrong with the cards, it's that the AI can't do with them what it's supposed to).
I'm also annoyed at myself because my testing has a big flaw. I'm testing decks against other Shandalar decks, but it's me handling those decks. And they're built to account for the fact that they'll be played by a fradulent AI which means that their actual power level is quite high (but you don't get to realize this too often in-game). In the hands of a player, they're all too good, so the enemy decks can end up being stronger than they need to be and will need nerfing in practice - even though they're often misplayed.
Anyway, the forest dragon, with explanations:
- Forest Dragon, the "has a shot" edition | Open
- OG Forest dragon was a very, very bad deck. Very. The way it planned to cheat the fact that the AI can't actually play was Lure. The problem with that, though, is that the AI can't actually play Lure very well. It's reluctant to attack with a creature that has Lure on it unless it can also regenerate the creature (can't be 5-for-2 has to be 5-for-0), and it also plays lure on anything.
But even if Lure did work and was played properly, the deck had a deeper problem in that it had way too little damage on it's creatures. It had 8 5 drops with 2 damage, and then 4 six drops with fine damage but measly toughness. You just don't want to be playing a deck which plays nothing relevant until 5 mana and then starts playing one creature per turn.
But then, if you gave it stuff to play earlier, that stuff just runs into the whole "green can't attack" problem, and everything that goes along with that. Blah blah blah, this is what I ended up with, 100% against my own better judgement:
.91 24 Forest
.285 4 Wild Growth
That doesn't look necessary when you see the rest of the list, but giving the AI more mana than it needs makes for a decent missplay buffer. If it makes the wrong play, it might be able to also make the right play. There's also card draw and reccursion, mana helps being able to play the stuff it draws / reccurs.
.1377 4 Muscle Sliver
.13322 4 Predatory Sliver
.1387 4 Spinneret Sliver
.14195 4 Venom Sliver
I added the slivers. I personally have conflicting oppinions about slivers. I absolutely understand their appeal (on a pure logical level), as they're all lords. I also understand that if you're playing them you're probably unaware of why they're not so hot, and that means I understand why people tend to cram every sliver they can get their hands on into sliver decks. Can't do that here for 3 reasons - a) it's a bad idea in general, b) it can make the AI even more vulnerable to instant removal and c) this should be powerful enough as it is.
So why slivers of all things? Simple - it's a way to have a lot of things with reach (provided the reach guy doesn't get killed). Also, it's a way to have a lot of things with deathtouch, so that I can get the overcosted basilisks out. The lord ones are there because their stats are otherwise puny, and because that's the only real way to play them. Horned Sliver could be in if the AI was better with handling the game in general, but trample isn't what this deck is looking for.
And in case it beats you up - it's got 8 lords for 16 cheap creatures (with all the other stuff in the mix). Handled remotely well it would beat the player up every game unless the player has a really well constructed deck, or a deck with way more removal than is otherwise healthy. If it beats you to a pulp - nothing special and also my mistake because I was testing it agaisnt too strong decks and AI couldn't handle anything less overbearing, if it loses due to a bad hand - too many things needed to be in because of AI quirks, left not enough space for more objectively reasonable cards for this specific deck, if it just loses - it sucks like any other attempt I scraped or I made it badly.
.1243 4 Harmonize - 4 in every deck. Tbh, Restock would maybe be better, or some mix of them, but the deck needs to keep drawing threats.
.7258 2 Jugan, the Rising Star - the dragon. If the deck didn't need gimmicks to perform basic functions, 4 would be there. First one is a big dragon, other ones then dump a lot of counters on the slivers because of the legend rule. The handy thing is that removing him from the board doesn't remove the p/t threat he presents, which is not often the case with expensive creatures.
.1223 4 Eternal Witness - because slivers being slivers means you really want them on the board and not in the graveyard. In other words removal proofing. Also handy for more Jugan spam if drawn late.
.152 3 Lure - If deathtouch worked wold be great, but the AI tends to missplay even it. The deck could work without it, honestly, if it coud work at all, I hope it gets used properly on occasion.
.10653 3 Savage Silhouette - Err, well, this is the pump. Even if 2 sliver lords are drawn the slivers are wimpy, and the AI won't attack with anything that's wimpy and can die in most situations. So this. And it's also more likely to use Lure right if the creature can regenerate. On the one hand this might make something more resistant to removal, but in practice it'll make it spend 3 mana on turn 3 and lose 2 cards on removal, or just lose them as soon as it taps down all it's mana. Still, those are honest things, that can happen to anyone.
So there you have it. Not what I would've wanted, and it'll very likely need nerfing (if it doesn't it's not played right XD). Too many hoops to jump through for something more subtle atm, I did try quite a bunch of things.
You know I'm desperate when I'm reaching for slivers, for my own personal "reduce the number of things to scroll through when buying" ini list I'd put slivers on it in a blink. Unless I specifically wanted to play them, ofc.
Feedback appreciated!
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Beast Master, with explanation ("Light Tweaks!"

)
- Beast Master | Open
- Well, this was rather quick. I just gave the AI what it wants, more or less. It's the tier where that can happen, but the previous experience with giving the AI what it wants was quite bad (it was impossible to play against). Might be a bit more tolerable here, though.
.91 19 Forest
.8962 4 Llanowar Reborn - pinched this from the druid. If it works, cool, it works, if it make the deck trip up, who cares - the deck deserves it.
Stuf from before:
.285 4 Wild Growth - Llanowa Elf that you can't ping.
.868 4 Aswan Jaguar - Royal Assasin
.12143 4 Briarpack Alpha - V annoying wolf. Seen it always misplayed in some decks and always played fine in others.
.4728 3 Pack Hunt - Well, I'm sick of harmonize, and pack hunt for Aswan Jaguar is too cool to pass up.
Stuff of the kind the AI wants in every deck:
.8132 4 Skarrgan Pit-Skulk *
.12507 4 Wandering Wolf
.10872 4 Aura Gnarlid
And those three are unblockable as long as you don't have something bigger than them in play. But:
.4046 4 Rancor
.13788 3 Raised by Wolves
.12050 3 Ranger's Guile
and also that nice Briarpack Alpha mean that you probably won't. Ranger's guile is an attempt at making things more resistant to removal.
Now, yes, this is a duchebag strategy, BUT, if you do get somethng bigger (or Control Magic one of it's dudes), they'll shut down and sit there and wait for a pack hunt on Aswan Jaguar to clear the way.
Rancor isn't all that good when it's in the hands of someone who'll be extremely reluctant to sacrifice the guy it's on and it's also the reason I took Jungle Lion out. No screenshot but it had a 6/1 Jungle Lion out on turn 2... which sat there for the entire game because it would die if it attacked, and 2 Wandering Wolf also set there because Rancor was on someone else.
Oh, and I didn't give it any way to deal with equipment and enchantments, I'm not that crazy. All these scary and insane decks are to see if there's enough ways to make the AI play anything in a remotely threatening fashion (or even how to make it behave sensibly). You'd think this deck, for example, would win every game - and in theory it should, honestly, but I can bet my gravestone that the feedback I get on it is that it was harmless due to some reason or the other.
But if we can see what's actually foolproof enough and what isn't, we can easily shuffle things around like with the warlock and the nether fiend. And whenever Korath feels like fixing anything, it'll just spontaneously enable more smoothing out (because AI playing green decks is so rock bottom it can entertain even folks who don't play mtg, the only way is up).
Err, very curious about anyone consistently beating this guy up.
*EDIT: Also, the pit-skulk guy isn't on flavor per se, but let's say he's eiter the beastmaster himself, or that being primates humans are also part of the animal kingdom, or that he's totaly beastly at what he does, or that fighting in the pits reduced him to a beast, or that his enormous sex appeal qualifies him for the title of "beast", or that a man is a wolf to another man. Lets not be specieist, he's totally on flavor, right?
EDIT: Or it's a bunch of ferrets in a coat and turban convincingly impersonating a human! That's why his face is in the shade!
Right, Green Wizard time. Will upload the BM a bit later if I happen to stumble upon the right thing for the wizard right away. The old deck was just a pile of fliers, for obvious reasons - that's just about the only thing the AI could attack with that also blocked fliers.
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Green Wizard. This was sorta easy, but I'm not sure if I covered all the bases properly. Too many bases to cover with wizards, it'll take a lot of work to get them right. For now:
- Green Wizard | Open
- .91 22 Forest
.165 1 Mox Emerald
.230 1 Sol Ring
.17 1 Black Lotus
.285 4 Wild Growth
.13848 4 Bassara Tower Archer - can't touch this
.11802 3 Dungrove Elder - can't touch this
.8127 4 Silhana Ledgewalker - can't touch this
.12945 3 Forced Adaptation - This gets put on a ledgewalker early, and you're boned. It could be a million things, but this kinda has the best mana-investment-to-dick-move ratio.
.13377 2 Arbor Colossus - Fat Reach, also kills something.
.11208 2 Bellowing Tanglewurm - Probably the biggest dick move in the whole game. Not against green and a lot of multicolored with green in it, but what should often happen is that if you're not green it's just gg.
.13495 2 Nylea, God of the Hunt - obviously in
.868 3 Aswan Jaguar - this is about the right tier for these guys, too.
.11155 3 Obstinate Baloth - why not, needed some lifegain. Could be a million things, green 4 mana buys you a lot of nasty things, but it seems to be a nice way to squeeze lifegain in. Also a dick move if you go around throwing Hymn to Tourach at people.
.10209 3 Soul's Majesty - Well, it has it's pros and cons, but it can sure draw a lot of cards. Problem is, big card draw in green helps reset vs. board wipe, and this can't be used after board wipe so it's a bit iffy. On the other hand, harmonize was getting cast over threaths and killing the hexproof buggers shold be a pain so something should be around to cast this at.
.14612 2 Return to the Earth - too many ways to stop the pain train, it needs this. I think this is too little. After some refinement the deck should have more of this sort of thing worked into it.
Well, it seems to slap most things around. It's quite resistant to removal (not so much mass removal, but that's actuall a card pool thing). It's also a collection of dick moves (a fraction of the dick moves available in the pool, that's the problem - the AI can play these things fine, but you can't go around giving them to dudes below wizard tier. And it wants these or bust - it's unblockable hexproof with big stats or nothing, playing this sort of thing in a casual group should get you punched in the face by decent people).
It's vulnerable to, of all things, land destruction, and well, a lot of things, really. All it can win with is creatures, even a meekstone could make it cry. 60 cards isn't really enough to cover all bases in a best-of-1 match. More than sixty cards just makes it harder to draw land right (or avoid mana flood, or draw your stuff or...). And at this point the player could really have anything at their disposal... If you have a turn 1 kill combo deck going idk if the AI could handle that even if yougave it a deck that could handle it (and what that deck would be, in green, is a good question).
Still, probably less shaky than my other wizards, if you don't come prepared it should walk all over you most times. It's a big pain in the ass that you could theoretically get to this fight with somethign big allready in play as that does what it does to the AI - it won't be able to put early pressure on you. But you know, if someone's walking around with a deck with only 1 Blightsteel Collossus in it to cheeze dice they're not looking for a fight anyway.
Also - the overall thing with green should drastically improve in every imaginable respect when and if:
- Deathtouch is properly working and "understood" by the AI (it's a v. important tool for green)
- Anything usable that draws cards is added (green craves card draw, even the addition of Eternal Withness was enormous, I just didn't cram her everywhere on this pass. There's some fine stuff in allready, but you just can't have enough of this.)
- Fight cards are added (darnit, shoulda made the wizard a tracker deck! Or someone! I forgot that he's in here because I keep thinking the mechanic must for some reason be undoable. Maybe it is, who knows, but green really needs that stuff.)
- Undying is added
- V. important - flashback is added. Flashback does so much for green it's unreal.
- Also, bestow gets added. A way to not have to waste deck slots on auras is also a big deal.
So whenever any of that happens things will instantly look up. And well, whenever the AI gets any better at handling the actual game besides pwning you with outliers. That's just so it's clear that even if things are insane right now, things can look up eventually in many ways.
Very curious about how it all works out, expecitng the worst as usual, willing to sink silly amounts of time in refining them and making them enjoyable. Point of groaning about the AI is to keep me sane and in good humor instead of beign depressed about the limitations a deckbuilder is up against - this won't stop me from madly pushing a stone uphill untill the bloody things stays there. It should also give you guys an idea of where the problems are if you have suggestions or requests (or know of solutions) and things like that

Should also give anyone giving feedback a better idea when the deck actually isn't working - if something behaves like what I groan about do tell (and it's likely not working right even if it does win a match).
Reuploaded all 3, enjoy!