Mechanics, themes and archetypes that need support to work

Instead of breaking down and being irritating and unconstructive, or adding cards to a huge wishlist, let me try this: I'll make this topic specifically for mechanics. I'll list and write up every mechanic that appears to have insufficient support in the current pool or Manalink, and do my best to explain what the mechanic needs in terms of AI and individual cards. Also what it needs to make non-lethal or overwhelming decks with it.
The important thing is that if any of you guys would like to know more about a mechanic and deckbuilding with it, you can ask about it and I can write it up. If I'm familiar with it, ofc, I can't claim to know everything. Also, obviously, if anyone else has spotted something unobvious but missing that would help a mechanic out or have been trying to make a deck for the AI but it turned out the AI missplays it or stuff, feel free to add insight.
I'll cross out stuff as it gets done, there's no real rush - it's meant to be a list of beneficial concequences of deciding to pick this or that to work on, or conditions for making this or that truly worthwhile. In terms of AI deckbuilding.
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GENERAL
Mana Fixing / Mana Bases:
EXPLANATION: Mana Screw and mana flood can happen to the AI. Adding too much lands cuts into how much room you have for other cards, trying to fix one or the other by upping land count inflates chances for weak hands or decks running out of steam. It also limits the amount of non-land cards in a deck, or consistency (if you trim the number of copies for individual cards).
UNOBVIOUS:
WHAT HELPS:
- Mulligans. Enabling either previous or current mulligan rules would help this out greatly, along with sorting out numerous other issues. It's such a huge deal.
WHAT HELPS:
- Getting the AI to play cantrips right - they're not there for the card draw effect (unless it's a card draw card which also cantrips), they're there for the other effect AND card draw. Yes, playing it madly like the AI does now helps it draw into lands, but it does more harm than good because there's not enough slots in a deck and cantrips get played in removal/combat trick/whatever slots. The AI has to play these cards as if the other effect is the primary thing, and card drawing will happen on it's own and help it.
- Getting the AI to play spells more sensibly - meaning not madly prioritize them over developing the board. Because a lot of cantrips have their place in creature decks in colors which otherwise don't get card draw. And these decks prioritize developing the board more than wildly spamming out spells.
- Porting in every single easy-to-port-cantrip into Shandalar, Manalink be damned (or both, or whatever). They're the biggest boon to deckbuilding there ever was, and the power level of the actual effect is irrelevant, there are many tiers of decks in Shandalar, and they also help in scaling down the power of higher tier opponents.
The List
This is NOT "my whishlist", and I'm not asking this because any of these cards hold emotional value to me, these cards being in the pool and being properly usable by the AI means stuff works. If they arent - stuff doesn't or not nearly as well. Having them in and working right should shave hours off proper deckbuilding, allow for more things to work and be scaled properly, and give sense to existing and to-be-implemented cards:
Not yet in Manalink:
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That's the big thing. That would also help a bunch of smaller things, especially from blocks which featured cantrips, or blocks which were in Standard along with them.
The important thing is that if any of you guys would like to know more about a mechanic and deckbuilding with it, you can ask about it and I can write it up. If I'm familiar with it, ofc, I can't claim to know everything. Also, obviously, if anyone else has spotted something unobvious but missing that would help a mechanic out or have been trying to make a deck for the AI but it turned out the AI missplays it or stuff, feel free to add insight.
I'll cross out stuff as it gets done, there's no real rush - it's meant to be a list of beneficial concequences of deciding to pick this or that to work on, or conditions for making this or that truly worthwhile. In terms of AI deckbuilding.
---
GENERAL
Mana Fixing / Mana Bases:
EXPLANATION: Mana Screw and mana flood can happen to the AI. Adding too much lands cuts into how much room you have for other cards, trying to fix one or the other by upping land count inflates chances for weak hands or decks running out of steam. It also limits the amount of non-land cards in a deck, or consistency (if you trim the number of copies for individual cards).
UNOBVIOUS:
- Mulligans | Open
WHAT HELPS:
- Mulligans. Enabling either previous or current mulligan rules would help this out greatly, along with sorting out numerous other issues. It's such a huge deal.
- AI for cantrips | Open
- Card Draw | Open
WHAT HELPS:
- Getting the AI to play cantrips right - they're not there for the card draw effect (unless it's a card draw card which also cantrips), they're there for the other effect AND card draw. Yes, playing it madly like the AI does now helps it draw into lands, but it does more harm than good because there's not enough slots in a deck and cantrips get played in removal/combat trick/whatever slots. The AI has to play these cards as if the other effect is the primary thing, and card drawing will happen on it's own and help it.
- Getting the AI to play spells more sensibly - meaning not madly prioritize them over developing the board. Because a lot of cantrips have their place in creature decks in colors which otherwise don't get card draw. And these decks prioritize developing the board more than wildly spamming out spells.
- Porting in every single easy-to-port-cantrip into Shandalar, Manalink be damned (or both, or whatever). They're the biggest boon to deckbuilding there ever was, and the power level of the actual effect is irrelevant, there are many tiers of decks in Shandalar, and they also help in scaling down the power of higher tier opponents.
The List
This is NOT "my whishlist", and I'm not asking this because any of these cards hold emotional value to me, these cards being in the pool and being properly usable by the AI means stuff works. If they arent - stuff doesn't or not nearly as well. Having them in and working right should shave hours off proper deckbuilding, allow for more things to work and be scaled properly, and give sense to existing and to-be-implemented cards:
- In Manalink already but not Shandalar: | Open
Not yet in Manalink:
- Worth porting under all costs: | Open
- Wouldn't necessarily prioritize: | Open
- Includes Mechanics not yet in Shandalar: | Open
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That's the big thing. That would also help a bunch of smaller things, especially from blocks which featured cantrips, or blocks which were in Standard along with them.