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  • posted a message on [FCC] From the Catacombs -- Blue Commons -- 1st Draft
    Negate: Always good to see. Also, I love the flavor text in that I have no clue how he wrote that final diary entry if he didn't have a light source... and that writing it was his priority instead of running for his life.
    Don't you think casting a Fireball to provide some light is a little over dramatic? Grin :p

    This is why I love that flavor text so much! It is completely overdramatic and defies common sense. :p

    Anyways, thanks for the advice BaronVonGrixis and Shadowfate! I made a few changes to the cards.
    Posted in: Custom Card Creation
  • posted a message on [FCC] From the Catacombs -- White Commons -- Draft 1
    Considering these are Priests and Bishops you sure have more Soldiers than Clerics.


    The Priests and Bishops are represented by Thremian Priest, Holy Opression, and Spirit Connection. However, I kind of wanted to focus more on the Thremian army, as flavorwise, I don't think anybody want to summon a bunch of Bishops to do their bidding. Smile

    I think Ghost Soldier is a clever way to support Battalion.

    Thanks, I'll keep it.
    Posted in: Custom Card Creation
  • posted a message on [FCC] From the Catacombs -- White Commons -- Draft 1
    Soldier Ghost - Should be named Ghost Soldier. Also, it feels really odd that you included this when there are no white cards to pump it or give it +1/+1 counters. I guess for now I'll assume you have two or three commons equipments, but you might want to reconsider this slot if you don't.

    I don't what I was thinking with the name. Smile Anyhow, I do have a slot in my skeleton prepared for a common equipment, but you do have a point in the sense that I don't have a lot of cards to pump it Ghost Soldier. I was trying to play into the minor Spirit theme going on, as well as providing a small creature to help trigger Battalion, but I'll reconsider this slot.

    Thanks for the great advice; I fine tuned some of the cards.
    Posted in: Custom Card Creation
  • posted a message on [FCC] From the Catacombs -- Blue Commons -- 1st Draft
    Here are the blue commons of my 99-card mini-set, From the Catacombs, which tells the story of a conflict between the city of Threme and a supernatural army from the darkest depths of the catacombs. I am an amateur set designer, so feel free to review and criticize my cards.

    Curious Explorer 2U
    Creature - Human
    Prowess
    2/3


    Cave Spirit 3U
    Creature - Spirit
    Flying
    “It lurks within the catacombs, waiting for its unsuspecting prey to pass by.”
    3/2
    Cave Spirit 3U
    Creature - Spirit
    Flying
    “It lurks within the catacombs, waiting for its unsuspecting prey to pass by.”
    2/2


    Paranormal Investigator 1U
    Creature - Human
    Whenever a creature with flying enters the battlefield, untap Paranormal Investigator.
    2/1
    Paranormal Investigator UU
    Creature - Human
    Whenever a creature with flying enters the battlefield, untap Paranormal Investigator.
    2/2


    Spellshadow 3U
    Instant
    Delve (Each card you exile from your graveyard while casting this spell pays for 1.)
    Target player puts the top seven cards of his or her library into his or her graveyard.
    Spellshadow 3U
    Instant
    Delve (Each card you exile from your graveyard while casting this spell pays for 1.)
    Target player puts the top four cards of his or her library into his or her graveyard.


    Negate 1U
    Instant
    Counter target noncreature spell.
    “I cast a fireball to provide some light, but within a second, it was snuffed out by a mysterious source.”
    — The final diary entry of an unknown explorer



    Spiritual Trickery 1U
    Instant
    Tap target creature. Untap target creature.
    The catacomb spirits use otherworldly magic to subdue their enemies.
    Spiritual Trickery 2U
    Instant
    Tap target creature. Untap target creature.
    The catacomb spirits use otherworldly magic to subdue their enemies.


    Mystical Wisdom 4U
    Sorcery
    Target player draws two cards. Put a 1/1 blue Spirit creature with flying onto the battlefield.
    “The spirits tell me everything I need to know.”
    — Yikar, Thremian priest



    Catacomb Expedition 2U
    Instant
    Look at the top five cards of your library. You may put a nonland card from among them into your hand. Put the rest into your graveyard.
    Ghostly Dissipation U
    Instant
    Return target nonland permanent to its owner’s hand. He or she puts a 1/1 blue Spirit creature token with flying onto the battlefield.

    EDIT: Made tweaks to the cards in accordance to suggestions and advice. Smile
    Posted in: Custom Card Creation
  • posted a message on [FCC] From the Catacombs -- White Commons -- Draft 1
    This is the first draft of the white commons of my 99-card mini-set From the Catacombs (a set thread isn't up yet). Please feel free to review and criticize my cards, as I am an amateur card designer who wants input. The names and flavor texts are nowhere near final, but capture the essence of what I want the cards to be. The color White in From the Catacombs is representing the army of Threme, a Roman-esque civilization, and the priests and bishops who travel to the catacombs for religious rituals.

    Reluctant Recruit W
    Creature - Human Soldier
    Battalion — Whenever Reluctant Recruit and at least two other creatures attack, Reluctant Recruit gets +2/+0 until end of turn.
    “Most new recruits are nervous the first time they fight the undead.”
    1/1

    Aggressive Commander 2W
    Creature - Human Soldier
    Battalion — Whenever Reluctant Recruit and at least two other creatures attack, Reluctant Recruit gets first strike until end of turn.
    3/1
    Aggressive Commander 2W
    Creature - Human Soldier
    Battalion — Whenever Reluctant Recruit and at least two other creatures attack, Reluctant Recruit gets first strike until end of turn.
    “Get up and fight! The city of Threme depends on it!”
    3/2


    Ghost Soldier W
    Creature - Spirit Soldier
    Flying
    “Even the fallen join the ranks of the living to dispel the evil that approaches us.”
    1/1

    Thremian Priest 1W
    Creature - Human Cleric
    When Thremian Priest enters the battlefield, you gain 3 life.
    1/2
    Thremian Priest 1W
    Creature - Human Cleric
    When Thremian Priest enters the battlefield, you gain 4 life.
    1/2

    Raise the Alarm 1W
    Instant
    Put two 1/1 white Soldier creature tokens onto the battlefield.
    #I love the way this plays with Battalion.

    Daring Strike 3W
    Instant
    Daring Strike deals 5 damage to target attacking or blocking creature.

    Holy Oppression 1W
    Instant
    Tap up to two target creatures.

    Spirit Connection 2W
    Enchantment - Aura
    Enchant creature
    Enchanted creature gets +1/+1 and has lifelink and flying.

    EDIT: Changed some cards around in response to BaronVonGrixis' advice!
    Posted in: Custom Card Creation
  • posted a message on [IDN] Innistrad - Black Commons Draft 1
    Okay, you could consider me an amateur set reviewer, so take my advice with a grain of salt! Smile

    Rabid Ghoul - Awesome! I have a soft spot in my heart for Typhoid Rats, so I am a big fan of Rabid Ghoul.
    Vampire Assassin - Seems very fun! I don't know if this would be common or uncommon though.
    Festerbeetle - Cool! I like the use of the threshold mechanic.
    Unhallowed Pair - Although I can't put my finger on why, I really like this design.
    Stitched Horror - I could imagine myself putting this into a graveyard-themed deck. Seems a lot of fun!
    Diabolic Demon - I think MaRo said somewhere that Wizards keeps Demons at Rare and Mythic Rare. I can see that you have a Demons sub-theme in your set which supersedes that rule, but Diabolic Demon, although stat-wise is at common, doesn't meet my inner-Johnny expectation for a Demon.
    Servant of Corruption - This may be very nitpicky and wrong, but I think Servant of Corruption should be a 1/2. My reasoning is that it seems like Servant of Corruption wouldn't be played as an aggressive card, but instead be left on the sidelines, being saved because of its ability. It's way of dealing "damage" is through its trigger, not by attacking.


    Overall, these are very exciting black commons that I would love to see in a set. They have a very Gothic Horror feel that I really appreciate in an Innistrad set. I haven't seen the noncreature black commons yet, but one concern I have is this: A lot of the black creatures care about cards in the graveyard, but there are no cards that fill the graveyard up. A simple "Sacrifice a creature: effect" ability on one of your commons (think Nantuko Husk or an ETB that mills you (think Sibsig Host) would fix this.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I'm so happy to see that the design skeleton is being used! The RNN's first set seems to be coming along very nicely, with interesting mechanics.

    With the set creation process still developing and underway, I'd hate to sidetrack anyone from the current goal. However, I have another interesting implementation for the RNN -- card creation contests, such as the Weekly Card Contest on the Magic Set Editor website. The current card contest for this week is to design a card that provides a win condition, easily done by priming the RNN with phrase "You win the game", and then submitting the first (or best) card it creates. I'm not sure the exact logistics of this, but I would personally find it awesome to have the RNN compete in these types of competitions with humans and get feedback from more experienced card designers.

    Of course there are other minor forum games oriented towards generating cards, such as the Work that Name game, where the network could be primed with one of the names given.

    It would be interesting to see the RNN compete and interact with human card creators via these contests and games, kind of like Watson playing Jeopardy. I guess it's just something to think about, as the network now has the capability to do these kinds of things.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Talcos »
    We can then prime cards using a stem of our choice in order to generate a corpus of cards for that mechanic. We can also consider revisiting real mechanics, and incorporating them into the set. We should be mindful that due to the limitations we have when training our network, some mechanics work well, like landfall or devotion, and others work poorly, like imprint. Seriously, most of the time a machine-generated card with imprint will exile something and then completely forget that it exiled it. The network does sometimes do something with the exiled card, but more often than not it just moves on to another idea.

    So if anyone wants to put forward any ideas, I'm all ears. After all, set design is not my forte. We can try different things out and see what works best.

    I definitely agree that we should use RNN-created mechanics for the constructed sets. This, however, provides an interesting complication: the structure of a set revolves around the mechanics themselves. To use your example of the Coffee mechanic, if the RNN outputted "Coffee - Whenever an Elf creature is put into your graveyard from the battlefield, ____", the set would be leaning towards tribal themes, and the set skeleton would have to adapt to fit this tribal theme.
    If, on the other hand, the network generated "Coffee - As long as @ has a # counter on it, ____" we know that there would be a sub-theme of #-counters in the set, and other cards would have to be created to support the #-counter theme.

    In other words, the card type distribution skeleton is fine, but if we want our skeleton to be more in depth, I think we need to generate our mechanics and then create the design skeleton around the themes that the RNN selects. This gives us an interesting problem.

    I am willing to draft a more complete design skeleton based off of mechanics that the RNN generates if you want me to. However, it would be very cool if a program could be developed to design a set skeleton based off of the mechanics, as I think we want as much as this set generation process to be as automated as possible.

    Another issue is evergreen keywords. Every set has unique mechanics, and a set of evergreen keywords (flying, vigilance, haste, etc.) However, evergreen keywords change all the time. I don't know if we want to go with the current set of evergreen keywords because the neural network doesn't have a lot of experience with Menace and Prowess, but we could figure something out.

    I guess I'm just throwing a lot of ideas around. I've been following this thread since the beginning, and I'm really happy to contribute. If you have any questions, feel free to ask me, although I'm not any expert of set design.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    As I see that you guys are getting ready to generate a set, I thought I would contribute with my (limited) knowledge of MtG set creation.

    I drafted a card skeleton of a 176-card set with an accurate distribution of card types (based off of Mark Rosewater's Nuts + Bolts article). Each line represents a single card.
    The first letter shows the rarity (C=Common, U=Uncommon, etc.)
    and the second letter shows the color (W = White, U = Blue, B = Black, R = Red, G = Green, A = Artifact/Colorless).

    At the mythic rarity, there are question marks because card type distributions are very loose in the higher rarities.

    CW01 - Creature
    CW02 - Creature
    CW03 - Creature
    CW04 - Creature
    CW05 - Creature
    CW06 - Creature
    CW07 - Creature
    CW08 - Creature
    CW09 - Creature
    CW10 - Instant
    CW11 - Instant
    CW12 - Instant
    CW13 - Sorcery
    CW14 - EnchantmentAura
    CU01 - Creature
    CU02 - Creature
    CU03 - Creature
    CU04 - Creature
    CU05 - Creature
    CU06 - Sorcery
    CU07 - Sorcery
    CU08 - Sorcery
    CU09 - Instant
    CU10 - Instant
    CU11 - Instant
    CU12 - Instant
    CU13 - Instant
    CU14 - EnchantmentAura
    CB01 - Creature
    CB02 - Creature
    CB03 - Creature
    CB04 - Creature
    CB05 - Creature
    CB06 - Creature
    CB07 - Creature
    CB08 - Sorcery
    CB09 - Sorcery
    CB10 - Sorcery
    CB11 - Sorcery
    CB12 - Instant
    CB13 - Instant
    CB14 - EnchantmentAura
    CR01 - Creature
    CR02 - Creature
    CR03 - Creature
    CR04 - Creature
    CR05 - Creature
    CR06 - Creature
    CR07 - Sorcery
    CR08 - Sorcery
    CR09 - Instant
    CR10 - Instant
    CR11 - Instant
    CR12 - Instant
    CR13 - Instant
    CR14 - EnchantmentAura
    CG01 - Creature
    CG02 - Creature
    CG03 - Creature
    CG04 - Creature
    CG05 - Creature
    CG06 - Creature
    CG07 - Creature
    CG08 - Creature
    CG09 - Instant
    CG10 - Instant
    CG11 - Sorcery
    CG12 - Sorcery
    CG13 - EnchantmentAura
    CG14 - EnchantmentAura
    UW01 - Creature
    UW02 - Creature
    UW03 - Creature
    UW04 - Creature
    UW05 - Creature
    UW06 - Creature
    UW07 - Creature
    UW08 - Instant
    UW09 - Instant
    UW10 - Sorcery
    UW11 - Enchantment
    UU01 - Creature
    UU02 - Creature
    UU03 - Creature
    UU04 - Creature
    UU05 - Creature
    UU06 - Instant
    UU07 - Instant
    UU08 - Instant
    UU09 - Instant
    UU10 - Sorcery
    UU11 - Enchantment
    UB01 - Creature
    UB02 - Creature
    UB03 - Creature
    UB04 - Creature
    UB05 - Creature
    UB06 - Creature
    UB07 - Instant
    UB08 - Sorcery
    UB09 - Sorcery
    UB10 - Sorcery
    UB11 - Enchantment
    UR01 - Creature
    UR02 - Creature
    UR03 - Creature
    UR04 - Creature
    UR05 - Creature
    UR06 - Instant
    UR07 - Instant
    UR08 - Instant
    UR09 - Instant
    UR10 - Sorcery
    UR11 - Enchantment
    UG01 - Creature
    UG02 - Creature
    UG03 - Creature
    UG04 - Creature
    UG05 - Creature
    UG06 - Creature
    UG07 - Instant
    UG08 - Instant
    UG09 - Sorcery
    UG10 - Sorcery
    UG11 - Enchantment
    UA01 - ArtifactCreature
    UA02 - ArtifactCreature
    UA03 - Artifact
    UA04 - Artfiact
    UA05 - ArtifactEquipment
    RW01 - Creature
    RW02 - Creature
    RW03 - Creature
    RW04 - Creature
    RW05 - Creature
    RW06 - Land
    RW07 - Enchantment
    RU01 - Creature
    RU02 - Creature
    RU03 - Instant
    RU04 - Instant
    RU05 - Instant
    RU06 - Land
    RU07 - Enchantment
    RB01 - Creature
    RB02 - Creature
    RB03 - Creature
    RB04 - Creature
    RB05 - Sorcery
    RB06 - Land
    RB07 - Enchantment
    RR01 - Creature
    RR02 - Creature
    RR03 - Creature
    RR04 - Instant
    RR05 - Instant
    RR06 - Land
    RR07 - Enchantment
    RG01 - Creature
    RG02 - Creature
    RG03 - Creature
    RG04 - Creature
    RG05 - Land
    RG06 - Enchantment
    RG07 - Enchantment
    RA01 - Artifact
    MW01 - ???
    MW02 - Legendary Creature/Planeswalker
    MU01 - ???
    MU02 - Legendary Creature/Planeswalker
    MB01 - ???
    MB02 - Legendary Creature/Planeswalker
    MR01 - ???
    MR02 - Legendary Creature/Planeswalker
    MG01 - ???
    MG02 - Legendary Creature/Planeswalker

    Even though this card type distribution is all fine and dandy, we still have to account for staple abilities in each color. For example,
    White needs life gain, creature boosting abilities, token making, enchantment hate
    Blue needs counterspells, card draw, bouncing
    Black needs discard effects, putting cards from the graveyard into your hand
    Red needs damaging effects, discarding and drawing cards, artifact destruction
    Green needs creature pumping, flying hate, mana ramping
    - But I'm sure we can prime the network or search the card dumps to get all of these effects.

    We also have to implement the set mechanics throughout the card skeleton so that the themes of our set are clear.

    The main problem is that card skeletons are wildly different form set to set. For example, one skeleton might have only one white instant in terms of creature pumping (+N/+N), but another could have three instants and a creature that are creature pumping spells. The program that primes the neural network and proctors the set creation process will have to be able this flexible if we want to create a realistic set (I think).

    A complete set skeleton would have lines that look like:
    "CW03 - Small Creature, Lifegain"
    "RB05 - Enchantment, Life loss + Card draw"
    "UG07 - Creature, Trample, Set mechanic X"

    Good luck to everybody, and I'm excited to see what is to come of this! Smile

    EDIT: I improved the card skeleton by adding a Rare Land Cycle. Smile
    Posted in: Custom Card Creation
  • posted a message on How do I Analyze My Card Pool to Devise a Modern Deck for Casual Play?
    I've decided to build a Modern viable deck to use for casual play, FNM, etc. However, I want to almost only use my personal card pool to construct this deck. I am willing to spend up to $10 on cards only if needed. My question is: How do I determine what kind of deck I should construct by looking at my card pool? My card pool isn't enormous, but it's big enough for it to be unreasonable for me to go through each card to get a sense of what my pool supports best. I don't think I have really developed a playing style yet, but I have enjoyed playing Minotaur tribal in the past, if that helps.

    Any advice would be wonderful! If you have any questions about my card pool, feel free to ask me.

    Posted in: Budget (Modern)
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Wow, I enjoyed this thread! I hope the MtG RNN continues to develop and create awesome (and sometimes hilarious) cards.

    Quote from Kinje »
    Ok, I have my RNN up and running (thanks to the excellent project documentation, and the very nicely formatted input provided by Talcos.) It's spitting out a checkpoint every hour, and has been running for three or so hours. I have several examples of cards from each checkpoint if anyone would be interested in seeing them.
    Awesome! I would love to see the results that you got.
    Posted in: Custom Card Creation
  • posted a message on Work that Name
    Rakshasa Wishmaker 1UB
    Creature - Cat Demon {U}
    Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
    When ~ exploits a creature, draw two cards.
    3/3

    Next:
    Poegar, the Crow Whisperer
    Savior of Llawonar
    Beetle Bomb
    Posted in: Custom Card Contests and Games
  • posted a message on Childhood Games
    Try Go Fish, Freeze Tag, Simon from Simon Says and Ninja.

    This is a cool concept!
    Posted in: Custom Card Creation
  • posted a message on The One Word Card Game
    Wisdom of the Kami 3GU
    Enchantment
    Wisdom of the Kami enters the battlefield with three soul counters and you gain 5 life.
    Whenever another enchantment enters the battlefield, add a soul counter to Wisdom Of The Kami.
    Remove
    Posted in: Custom Card Contests and Games
  • posted a message on Customs Question
    People post pop-culture based cards like your League of Legends cards quite frequently in Custom Card Creation. You might even want to create a League of Legends set thread in the Custom Set Creation and Discussion sub-topic.
    Posted in: Custom Card Creation
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