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.
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.
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. 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.
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.
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!
Okay, you could consider me an amateur set reviewer, so take my advice with a grain of salt!
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.
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.
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.
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.
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!
EDIT: I improved the card skeleton by adding a Rare Land Cycle.
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.
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.
Rakshasa Wishmaker1UB
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
Wisdom of the Kami3GU
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
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.
This is why I love that flavor text so much! It is completely overdramatic and defies common sense.
Anyways, thanks for the advice BaronVonGrixis and Shadowfate! I made a few changes to the cards.
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.
Thanks, I'll keep it.
I don't what I was thinking with the name. 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.
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
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
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.
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.
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.
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.
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
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
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
Creature - Human Cleric
When Thremian Priest enters the battlefield, you gain 3 life.
1/2
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!
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.
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.
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.
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.
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!
EDIT: I improved the card skeleton by adding a Rare Land Cycle.
Any advice would be wonderful! If you have any questions about my card pool, feel free to ask me.
Awesome! I would love to see the results that you got.
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
This is a cool concept!
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