Card AI (Improvements) Requests
by mtgrares
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Re: Card AI (Improvements) Requests
by Xyx » 21 May 2014, 12:46
AI activates Polukranos, World Eater again when it's already monstrous.
Re: Card AI (Improvements) Requests
by Xyx » 25 May 2014, 19:34
AI triggers Polukranos, World Eater targeting my Erebos, God of the Dead, which is indestructible. In a later game it targeted Purphoros, God of the Forge, killing its own Polukranos.
Last edited by Xyx on 25 May 2014, 22:47, edited 1 time in total.
Re: Card AI (Improvements) Requests
by Xyx » 25 May 2014, 21:44
AI uses its monstrous (hexproof indestructible) Fleecemane Lion to block my Vortex Elemental, which is basically the only way it could lose the lion.
Re: Card AI (Improvements) Requests
by excessum » 26 May 2014, 11:52
What version are you using? All of these issues were supposed to be fixed over a month ago and I cannot reproduce them with the latest version.Xyx wrote:AI activates Polukranos, World Eater again when it's already monstrous.
AI triggers Polukranos, World Eater targeting my Erebos, God of the Dead, which is indestructible. In a later game it targeted Purphoros, God of the Forge, killing its own Polukranos.
Re: Card AI (Improvements) Requests
by gos » 26 May 2014, 12:06
AI cast Trickbind on my Avalanche Riders echo trigger, so I didn't have to pay it! 
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Re: Card AI (Improvements) Requests
by Xyx » 27 May 2014, 20:38
I think I was still using 1.5.17 at that point. Could have been I just updated to 1.5.18, though. Wasn't older than 1.5.17, that's for sure.excessum wrote:What version are you using?
Re: Card AI (Improvements) Requests
by Xyx » 27 May 2014, 23:02
AI has lethal were it not for my enchantment creature. I'm tapped out. AI casts Ray of Dissolution on my Knowledge and Power instead of removing a blocker FTW.
AI plays Culling Mark on its own creature.
AI casts Feral Invocation during its main phase.
AI activates Coastline Chimera after I declare attackers but does not actually block multiple creatures.
AI plays Culling Mark on its own creature.
AI casts Feral Invocation during its main phase.
AI activates Coastline Chimera after I declare attackers but does not actually block multiple creatures.
Re: Card AI (Improvements) Requests
by Wulfe » 29 May 2014, 02:31
When AI uses Krenko, Mob Boss to create goblins if the opponent has a few large creatures the AI will not attack. The AI made over 3000 Goblins before the client stalled out and had to be forced closed.
Re: Card AI (Improvements) Requests
by Xyx » 29 May 2014, 20:26
AI activates Akroan Phalanx, then passes the turn without attacking.
Re: Card AI (Improvements) Requests
by Xyx » 29 May 2014, 22:28
AI continues to activate the abilities of a creature enchanted with Oppressive Rays, even though that is prohibitively expensive.
AI keeps double-scrying with its two Sigiled Starfish. I can't check (Forge doesn't let me know if the AI bottoms cards or not) but suspect it occasionally keeps a card on top that it has already seen.
AI flashes in Dictate of Kruphix in my upkeep, reason probably being that it just got some mana from Prophet of Kruphix. Still, might want to wait until after my draw step, at least.
AI uses Mogis' Marauder to give intimidate and haste to a creature that I couldn't profitably block anyway instead of Mogis' Marauder itself.
AI keeps double-scrying with its two Sigiled Starfish. I can't check (Forge doesn't let me know if the AI bottoms cards or not) but suspect it occasionally keeps a card on top that it has already seen.
AI flashes in Dictate of Kruphix in my upkeep, reason probably being that it just got some mana from Prophet of Kruphix. Still, might want to wait until after my draw step, at least.
AI uses Mogis' Marauder to give intimidate and haste to a creature that I couldn't profitably block anyway instead of Mogis' Marauder itself.
Re: Card AI (Improvements) Requests
by runequester » 30 May 2014, 04:53
Just found Forge last night and have been having fun all day today while being sick 
While doing an Unlimited Edition draft, I noticed that the AI doesn't handle Psychic Venom very well at all.
While it will tend to avoid tapping the enchanted lands if it has other options for the mana, I won several games because it'd tap the land in question while at 1 or 2 life.
While doing an Unlimited Edition draft, I noticed that the AI doesn't handle Psychic Venom very well at all.
While it will tend to avoid tapping the enchanted lands if it has other options for the mana, I won several games because it'd tap the land in question while at 1 or 2 life.
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Re: Card AI (Improvements) Requests
by runequester » 30 May 2014, 07:43
Trying out some crazy netdecks. AI received control of Illusions of Grandeur by way of Donate.
AI starts it's turn, and despite having enough mana, elects not to pay the upkeep cost, dying instantly.
EDIT: Even more strangely, after playing with this a few times, it seems it will occasionally pay the cost and occasionally not, even if it does have enough mana to do so.
AI starts it's turn, and despite having enough mana, elects not to pay the upkeep cost, dying instantly.
EDIT: Even more strangely, after playing with this a few times, it seems it will occasionally pay the cost and occasionally not, even if it does have enough mana to do so.
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Re: Card AI (Improvements) Requests
by Xyx » 31 May 2014, 08:42
AI casts Necrobite during its main phase and then simply passes the turn without attacking or anything.
AI does not use Pharika, God of Affliction to make snakes (for itself, when it could and should).
AI spends most of its mana to attack with a creature enchanted with Oppressive Rays when I have a blocker ready anyway.
AI activates Returned Phalanx only to not attack with it anyway.
AI has Disciple of Deceit, but still decides to enchant a non-inspired creature with Evanescent Intellect.
AI casts Phenax, God of Deception and has enough creatures to mill me out immediately, but waits until my combat phase instead of milling me out before my draw step.
AI casts Fanatic of Xenagos in its second main phase, making the tribute moot.
AI casts Feral Invocation during its main phase.
AI keeps tapping its Astral Cornucopia during its upkeep without using the mana for anything.
AI sacs its Burnished Hart during its upkeep. Deck filtering is nice and all, but it should still wait for my end step (or a chump block opportunity).
AI bestows Chromanticore on its Sylvan Caryatid. And then it does it again! So it now has a 4/7 Defender, Hexproof, Flying, First Strike, Vigilance, Trample, Lifelink, Flying, First Strike, Vigilance, Trample, Lifelink creature. Too bad about the Defender. The first time it didn't have any other targets, but the second time it had a Golden Hind as well.
AI casts Gild on my Nessian Courser rather than my Agent of Horizons despite the fact that my Nessian Courser was already blanked by its blocker (the aforementioned 4/7 keyword monster).
AI does not use Pharika, God of Affliction to make snakes (for itself, when it could and should).
AI spends most of its mana to attack with a creature enchanted with Oppressive Rays when I have a blocker ready anyway.
AI activates Returned Phalanx only to not attack with it anyway.
AI has Disciple of Deceit, but still decides to enchant a non-inspired creature with Evanescent Intellect.
AI casts Phenax, God of Deception and has enough creatures to mill me out immediately, but waits until my combat phase instead of milling me out before my draw step.
AI casts Fanatic of Xenagos in its second main phase, making the tribute moot.
AI casts Feral Invocation during its main phase.
AI keeps tapping its Astral Cornucopia during its upkeep without using the mana for anything.
AI sacs its Burnished Hart during its upkeep. Deck filtering is nice and all, but it should still wait for my end step (or a chump block opportunity).
AI bestows Chromanticore on its Sylvan Caryatid. And then it does it again! So it now has a 4/7 Defender, Hexproof, Flying, First Strike, Vigilance, Trample, Lifelink, Flying, First Strike, Vigilance, Trample, Lifelink creature. Too bad about the Defender. The first time it didn't have any other targets, but the second time it had a Golden Hind as well.
AI casts Gild on my Nessian Courser rather than my Agent of Horizons despite the fact that my Nessian Courser was already blanked by its blocker (the aforementioned 4/7 keyword monster).
Re: Card AI (Improvements) Requests
by Xyx » 01 Jun 2014, 23:26
AI casts Banishing Light when all I have is two lands.
AI assigns a chump blocker (still going to take lethal anyway), then casts Defend the Hearth (which only fogs unblocked critters, so it threw away its blocker for nothing).
AI casts Banishing Light and targets my 2/2 Minotaur Skullcleaver instead of my 2/3 Minotaur token.
AI taps Mana Confluence while it's at 1 life.
AI assigns a chump blocker (still going to take lethal anyway), then casts Defend the Hearth (which only fogs unblocked critters, so it threw away its blocker for nothing).
AI casts Banishing Light and targets my 2/2 Minotaur Skullcleaver instead of my 2/3 Minotaur token.
AI taps Mana Confluence while it's at 1 life.
Re: Card AI (Improvements) Requests
by GregBonnu » 02 Jun 2014, 18:59
The card Scouting Trek does not work properly. Instead of shuffling your deck & then putting a choice number of lands on top the order is reversed. Essentially, nothing happens as the lands are pointlessly shuffled back into the deck after you select them.
Also having problems with Essence of the Wild in some instances. Gutter Grime, for example, occasionally creates an Essence token but retains the "this creature's power & toughness are equal to the number of slime counters on Gutter Grime" ability. More often than not though, Gutter will just create an ooze token instead of Essence but with the ability "Creatures you control enter the battlefield as copies of card name." The card name being OOZE so all my creatures are entering the battlefield as a 0/0 ooze creature, dying, and being resurrected with Gutter Grime.
Also having problems with Essence of the Wild in some instances. Gutter Grime, for example, occasionally creates an Essence token but retains the "this creature's power & toughness are equal to the number of slime counters on Gutter Grime" ability. More often than not though, Gutter will just create an ooze token instead of Essence but with the ability "Creatures you control enter the battlefield as copies of card name." The card name being OOZE so all my creatures are entering the battlefield as a 0/0 ooze creature, dying, and being resurrected with Gutter Grime.
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