Could you please post the dump and/or checkpoint? I'd very much like to do my analysis on this as well, considering how this could be our best checkpoint yet
Murderurious Ghoul {3}{b}{b}
Creature 5/4 — Horror
[Trample], [Haste]
Murderurious Ghoul can't block.
Other black creatures you control get +1/+1.
When Murderurious Ghoul leaves the battlefield, return up to 3 target creature cards from your graveyard to your hand.
This is a baller card. First off, love the name. It's not just murderous but murderURIous. That's at least FIVE TIMES more murderous than murderous. Second, it's pretty much the definition of what a mythic should be - borderline overpowered/undercosted but not gamebreaking, with an interesting set of abilities you can build a deck around.
Also: love the Linklash ability word someone posted. Don't think any similar abilities have been done before, but it's really cool, and appropriate for a "Graveyard matters" set. Also pretty thematic for Phyrexians IMO to have a connection to each other that triggers on death.
Fantastic card!
Have more linklash: thiss time with Croxis's new Pretty Text output format. (a mtgs forum emotes format would be handy too...)
spute (common)
{3}{R}
instant
@ deals 1 damage to target creature or player.
linklash: when another permanent with linklash is put into your graveyard this turn, each player loses 1 life.
{B}{B}, exile @: target creature gets +3/+0 and gains first strike until end of turn.
#seems weak, exile clause should be 'from your graveyard'
------------------------
tolarian earth (uncommon)
{R}{X}
sorcery
@ deals X damage to each creature with flying.
spell mastery ~ if there are two or more instant and/or sorcery cards in your graveyard, you may cast @ as though it had flash.
linklash: when another permanent with linklash is put into your graveyard this turn, sacrifice @.
{T}: add {B} to your mana pool.
#the linklash and tap parts are useless. But it's still an interesting card with a working meaningful X and spell mastery! Wow.
------------------------
pollenbridge drake (uncommon)
{3}{U}
creature ~ drake
flying
when @ enters the battlefield, you may exile a creature you control. if you lose the flip, @ deals 1 damage to target creature or player.
linklash: when another permanent with linklash is put into your graveyard this turn, @ deals 1 damage to you.
(2/2)
#it got lost with that flip. And the linklash is a downside on a card that doesn't need one
------------------------
garruk, the wild of unicorn (rare)
{6}{R}{R}
legendary creature ~ giant warrior
whenever @ attacks, each attacking opponent can't cast more than one spell this turn.
linklash: when another permanent with linklash is put into your graveyard this turn, exile it instead.
(8/8)
#fine.
------------------------
shaman of salvation (rare)
{5}{U}
enchantment
when @ enters the battlefield, put a 1/1 green elf warrior creature token onto the battlefield, where X is the number of creatures card in your graveyard.
linklash: when another permanent with linklash is put into your graveyard this turn, exile that card.
#ehhhh, no.
------------------------
word of bomb (common)
{1}
artifact
{B}, sacrifice @: destroy target nonblack creature.
linklash: when another permanent with linklash is put into your graveyard this turn, you may pay {2}. if you do, draw two cards.
#sweeeet, and great name
------------------------
orcish infuser (common)
{1}{W}
creature ~ human rebel scout
{W}, {T}: tap target creature.
linklash: when another permanent with linklash is put into your graveyard this turn, you may attach @ to it.
(1/2)
#um, whoops. But interesting idea that could be used elsewhere with alteration
------------------------
viashino satyr (rare)
{2}{G}
creature ~ elf druid
at the beginning of your upkeep, if you control a creature with power 3 or less, you may pay {1}{G}. if you do, @ deals 5 damage to target opponent.
linklash: when another permanent with linklash is put into your graveyard this turn, you may pay {3}. if you do, put a 1/1 green saproling creature token onto the battlefield.
(2/2)
#awesome, but would be less redundant if it was 'another creature with power 3 or less'. Then the saproling would be a meaningful self combo.
------------------------
jace's troops (uncommon)
{W}
creature ~ human soldier
as @ enters the battlefield, choose a color.
whenever you cast a spirit or arcane spell, you may pay {B}. if you do, return @ from your graveyard to your hand.
linklash: when another permanent with linklash is put into your graveyard this turn, @ deals 1 damage to the creature's controller.
(1/1)
#no thanks.
And here's lashlink for equipment:
amshroud leafna (rare)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +0/+3 and has flying.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nice
------------------------
pouncing ward (uncommon)
{2}
artifact ~ equipment
equip {1}
equipped creature gets +1/+1.
as long as equipped creature is a human, it assigns no combat damage to a player, where X is the number of % counters on @.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#whoops
------------------------
kami of the death warlord (rare)
{3}
legendary artifact ~ equipment
equip {3}
equipped creature gets +1/+1 for each creature you control and has base power and toughness 0/6.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#this is goooooood
------------------------
wellspring tutor (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has "{R}, {T}: this creature deals 1 damage to target creature or player."
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nifty
------------------------
incrunion (uncommon)
{2}
artifact ~ equipment
equip {3}
equipped creature gets +3/+1.
whenever equipped creature attacks, if you control a blue permanent, you may put a +1/+1 counter on @.
#niiiiice
------------------------
shadow swarm (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#decent, nothing fancy though
------------------------
seize the hidder (uncommon)
{W}{W}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2 and has "{B}: regenerate this creature."
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#a bit more interesting
------------------------
sentry of razor (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has trample.
when a creature dies, you may have target creature get -2/-2 until end of turn.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#now this is cool. Chain death to small creatures!
------------------------
frozen of carrion (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2 and has flying, indestructible.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#well this is undercosted. Wow.
------------------------
sivvi's instincts (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has "whenever this creature deals combat damage to a creature, that creature's controller discards a card.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#good!
------------------------
hollowhenge (common)
{3}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nahhhhh. Not wrong, but not good.
------------------------
hammer of petrayal (common)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has protection from white and from artifacts.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#pretty good in the right circumstances
------------------------
vengeful bane (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +1/+2 and can't block.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#something to think about
So, as far as I can tell, the network still messes up from time to time. The point is that now it messes up slightly less than before. Or, at the very least, it messes up in ways that are harder to catch through simple garbage detection processes. In any case, it seems like it's more comfortable using complicated turns of phrase without messing up completely.
Here are a few example cards from the dump (I had to provide the names so we could talk about them):
Faithful Guardian RW
Creature - Human Soldier (Uncommon)
Haunt (When this creature dies, exile it haunting target creature.)
Whenever Faithful Guardian deals combat damage to a player, you may draw a card.
2/2
#This is the first time I recall seeing the network use the haunt ability. But it didn't use it correctly. The card should read "whenever @ or the creature it haunts".
Noble Metabreaker 2WW
Creature - Human Knight (Uncommon)
Whenever Noble Metabreaker or another Ally enters the battlefield under your control, you may gain control of target creature with power 5 or greater. Finally, the Battle for Zendikar came to a close.
2/2
#That would be so format-warping for limited.
Mesmerizing Mage 2U
Creature - Human Wizard (Uncommon)
Whenever a player casts a spell, you may gain control of target creature with power 2 or less.
1/3
#Seems balanced and fair. It's the counterpart for Noble Metabreaker. Now we just need one that covers creatures of power 3 and 4 and we'll be set.
Gambling Artificer 1U
Creature - Human Rogue Artificer (Uncommon) T: Flip a coin. If you win the flip, look at the top five cards of your library. You may choose new targets for the copy.
1/1
#Very clever, but there's superfluous text at the end.
Angelic Codex 5
Artifact (Mythic Rare) 3, T: Put a study counter on Angelic Codex
Remove three study counters from Angelic Codex: Put a 4/4 white Angel creature token with flying onto the battlefield.
Mardu Ratworks 4RR
Enchantment (Rare)
If Mardu Ratworks is in your opening hand, you may begin the game with it on the battlefield.
Tap five untapped creatures you control: Put a 4/4 white and black Rat artifact creature token with flying onto the battlefield.
#This is too good.
Mediocre Champion 2W
Creature - Human Knight (Common)
Flying
Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
2/2
Trinket-Coveting Mammoth 7GGG
Creature - Elephant (Rare)
At the beginning of your upkeep, draw a card if you control three or more artifacts.
9/9
Nonsense 5R
Enchantment (Rare)
As Nonsense enters the battlefield, choose a color.
Nonsense has infect as long as you control a legendary Samurai.
#I swear that "choose a color" is the hardest thing for these networks to grasp. It's as if they treat it like "draw a card", or something else that can just stand alone.
Tashi, Master of Nonsense 2WW
Legendary Creature - Human Samurai (Rare)
Defender
Whenever Tashi, Master of Nonsense attacks, it gets +1/+0 until end of turn.
Flashback 4GG
3/3
#I had to do some digging but I think I found the companion card for Nonsense. They were practically made for each other.
Barrenton Sporewatcher W
Creature - Kithkin Soldier (Common)
As long as Barrenton Sporewatcher is untapped, tapped creatures you control have "whenever this creature deals combat damage to a player, put a 1/1 green Saproling creature token onto the battlefield."
1/1
#Other times the card makes perfect sense, but the wording or construction of it is just kinda... weird.
So while in many ways I feel like we are improving, we still have a ways to go. Exciting though.
First off; there were 26 hybrid cards generated. Low, out of ~9000, but that's ok at a temp of 0.6. What confuses me is that 23 out of 26 are (R/G) hybrids. The only other three are (R/W), (U/B) and (U/R). And all the red/green ones are either goblin shamans or goblin warriors. Weird.
Hmm, what else do we have here...
Remover of Obstacles UBB
Creature - Human Wizard (Rare) B,T: Target creature can’t block this turn.
Overload 3U (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each”.)
2/3
~~~Does this actually work? I've never seen Overload on a non-instant or non-sorcery. Usually it wouldn't work, but here... strictly interpreting Overload's reminder text, maybe it does? It'd end up being B, T: Each creature can't block this turn. A worthwhile effect for a total 7cmc I'd say? This is what I love to see; new ways of using old mechanics that the network has no preconceptions about.
...I didn't find any other noteworthy multicolour cards (would take too long to browse the monocolour ones). This batch of cards also seems to have the same colour identity issues (though maybe not as extreme) as networks trained with more than Modern cards did. It's certainly not a whole lot better completing X costs. Nor is it better at kicker... there was one card with a kicker cost and a 'kicked' clause, out of 49 cards with a 'kicked' clause. Yeesh.
Still, I'm really happy with that very inventive Overload creature. I just hope it's rules-legal.
Some favorites from scrolling through Talcos' last dump - names added:
(And with a quick search of Gatherer they seem to be original too)
Lord of Punishment 8BBBB
Creature - Demon (Rare)
Flying
Whenever Lord of Punishment deals combat damage to a player, you may pay 3. If you do, target player sacrifices an artifact, a creature, an enchantment, and a land.
9/9
#Pricey but worth their expression when this guy connects. Also, "target player" not "that player" = multiplayer hilarity
Thought Swipe 2UU
Instant (Common)
Uncast target spell. If that spell is uncast this way, search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library.
#Great for mirror matches. Suprisingly this effect seems to have never been done before.
Land Leach 2BB
Enchantment - Rare
Whenever a player taps a forest or plains, you may pay 1. If you do, you gain 1 life.
#The network gets enemy color hate AND black's general philosophy to life
Explosives Escort 2WW
Creature - Human Soldier (Common)
Whenever Explosives Escort becomes blocked, you may have Explosives Escort deal 4 damage to each creature.
Whenever Explosives Escort deals combat damage to a player, you may pay 1. If you do, it deals 3 damage to target creature or player.
1/4
#Don't like 1 damage and a lightning bolt every turn? You can always block
And some slightly stranger ones:
Stone Deanimator 3UU
Creature - Human Wizard (Rare)
Gargoyle artifacts can't attack.
2/5
#Sorry Darklit Gargoyle, Darksteel Gargoyle, Dragonloft Idol, Gargoyle Sentinel, Lumengrid Gargoyle, Manor Gargoyle, Millennial Gargoyle, Nullstone Gargoyle, Sanctum Gargoyle, and Tower Gargoyle. Interestingly, there are more non-artifact gargoyles than artifact gargoyles in magic
Seaside Sculptor 1WWW
Creature - Human Soldier (Uncommon)
When Seaside Sculptor enters the battlefield, you may have target player put a colorless artifact token named kelp onto the battlefield.
2/2
#It's your birthday today. Have some useless fake kelp
and the obligatory:
Easy Being Green 3GG
Sorcery (Uncommon)
Each opponent loses the game.
I happened to notice a creature declare a counter type, which I'd forgotten about. That happens only rarely, and not on cards using counters. I think that should be put last on a card rather than before the counter usage.
I tried out another ability idea. Results are mixed as usual:
eversoul of the well (common)
{2}{W}
sorcery
destroy all artifacts and enchantments, and enchantments.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may put a 4/4 green wurm creature token onto the battlefield.
#haha, extra enchantment hate! This should be green. Double green even.
------------------------
divine sun (rare)
{5}
artifact
if you would draw a card while you have no cards in hand, @ deals 3 damage to that player unless he or she pays {1} for each creature he or she controls.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#cool artifact with a brilliant name. Puns intended. The extra ability is dull though. But powerful.
------------------------
part of the call (common)
{2}{B}
instant ~ arcane
creatures you control get +1/+1 until end of turn. if a creature dealt damage this way would die this turn, exile it instead.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#wording's a little off, and it's not very black. But strong.
------------------------
temple of rebirth (uncommon)
{1}{W}
instant
the next time you tap a land this turn, you may pay {3}. if you do, draw a card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#iiiinteresting idea
------------------------
sphere of the ancestral (uncommon)
{1}{B}
instant
exile target card from a graveyard. put a 3/3 green centaur creature token named keyran pendealh creeper
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card. if you do, return it to the battlefield under its owner's control at the beginning of the next end step.
#also extremely interesting, and overpowered. And the return to battlefield falls over on nonpermanents
------------------------
celestial treefolk (common)
{4}{G}
creature ~ treefolk
{1}{G}: @ gets +1/-1 until end of turn.
{1}{B}: regenerate @.
when @ becomes the target of a spell or ability an opponent controls, that damage is dealt to @ instead.
at the beginning of your next end step, if a multicoloured spell was cast this turn, it deals 2 damage to you.
cycling {2}
(3/3)
#yes, redirect damage from itself to itself! And multicoloured spells damage you! Interesting downside for a card which didn't need one.
------------------------
call of the damned (uncommon)
{1}{G}
instant
target creature gets +2/+2 until end of turn. clash with an opponent. if you win, return @ to its owner's hand.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile all cards from target player's graveyard. if you do, each player sacrifices a permanent that targets the most common color among lands he or she controls that's attacking you.
# interesting card which fell into the word salad bowl towards the end
------------------------
words of summons (rare)
{R}
sorcery
target opponent reveals his or her hand. you choose a card from it. that player discards that card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may pay {1}. if you do, draw a card.
# this is not a red card!
------------------------
angelic soldier (rare)
{5}{U}
creature ~ human wizard
tap two untapped creatures you control: tap target creature for each other creature that dealt damage this turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, it deals 3 damage to that creature or player.
(2/2)
#angel soldier human wizard? The tapping seems complicated. I think it makes it hard for your oponed to leave back blockers. The 3 damage needs 'target'.
------------------------
armor of urzax (common)
{R}
enchantment ~ aura
enchant creature
enchanted creature can't be blocked except by walls.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
# nice aura!
------------------------
jalan, war wave (p)
{1}{W}{W}
planeswalker ~ ajani
+1: untap target creature. put a 1/1 white soldier creature token onto the battlefield.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
((3))
# well it tried making an Ajani
------------------------
vigilant sage (common)
{2}{R}
creature ~ human warrior
when @ enters the battlefield, target player discards a card.
{2}, {T}: draw a card, then discard a card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may attach @ to it. that creature's controller may put a 5/5 green beast creature token onto the battlefield.
(2/1)
# more erroneous attachment. Powerful and not very red.
------------------------
pulse of reverence (common)
{1}{G}
instant
target creature you control gains protection from the chosen color until end of turn.
ferocious ~ if you control a swamp, you may have @ deal damage equal to its power to target creature or player.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may pay {R}. if you do, return @ to the battlefield under its owner's control.
#this is all wrong!
------------------------
spike leap (common)
{W}
instant
creatures you control gain first strike until end of turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may draw a card.
#nice. Maybe too nice.
------------------------
guardian of the guilds (rare)
{3}{W}
creature ~ human
whenever @ becomes blocked, you may have target creature get +2/+0 until end of turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, @ deals 1 damage to you.
(2/2)
#ow! Not awful though
------------------------
instill blade (uncommon)
{2}{U}
instant
uncast target spell if it's your turn. they can't be regenerated.
whenever a player casts a creature spell, if @ is an enchantment, @ becomes a 1/1 blue and red elemental creature with "this creature's power and toughness are each equal to the number of elves you control.
at the beginning of your next end step, if a multicoloured spell was cast this turn, that damage is dealt to you unless its controller pays {1}.
#errrrrrrrrr what?
------------------------
incresire the sands (uncommon)
{1}{W}
enchantment
creatures with converted mana cost 2 or less can't attack you.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may have @ deal 4 damage to you.
#'may' well this is good against all those small threats. Probably too cheap.
Another test:
steam channeler (common)
{3}{W}
creature ~ human soldier
when @ enters the battlefield, you may destroy target black creature.
assemble a contraption of a color with the chosen creature is a warrior, it can be blocked as though they didn't have defender.
(2/2)
------------------------
steam urborg (rare)
{4}{B}{B}
creature ~ avatar
whenever @ attacks, prevent all damage that would be dealt to target creature this turn.
assemble a contraption exiled with @'s power and toughness are each equal to the number of cards in your graveyard.
(5/5)
------------------------
steam barrier (common)
{1}{G}
instant
target creature gets +4/+0 and gains flying and gets +X/+X until end of turn, where X is the number of +1/+1 counters on it. this ability can't be blocked this turn.
assemble a contraption creature is a human, it can block an additional creature.
------------------------
steam retreat (common)
{G}
instant
target attacking creature gets +4/+4 and gains flying until end of turn.
assemble a contraption or creature is a creature with power 5 or greater.
------------------------
steamflight trap (uncommon)
{2}{R}
instant ~ trap
if you does, put a 2/2 white demon creature token with flying onto the battlefield.
sacrifice a land: you gain 4 life.
assemble a contraption exiled with @ has a +1/+1 counter from @, it gets +2/+2 for each creature you control if it's blocking.
------------------------
steam archer (common)
{G}
creature ~ human shaman
whenever you cast a spirit or arcane spell, you may draw a card.
assemble a contraption of the chosen type has no +1/+1 counters on it, where X is the number of % counters on @.
(1/1)
------------------------
steam charm (common)
{3}{R}
instant
@ deals 5 damage to target creature or player.
assemble a contraption creature is a creature card with converted mana cost 4 or less, it gets +1/+1.
------------------------
steam battle witch (uncommon)
{2}{W}
creature ~ human cleric
double strike
assemble a contraption creature with power 4 or greater dies, put a +1/+1 counter on @.
(2/2)
------------------------
steam rootwater (rare)
land
{T}: add {1} to your mana pool.
{T}: add {B} or {R} to your mana pool.
assemble a contraption or a forest is a swamp, flip @.
~~~~~~~~
steam seer (uncommon)
{1}{W}
creature ~ human cleric archer
whenever another black creature enters the battlefield, its controller loses 2 life.
assemble a contraption an opponent controls attacks, you may draw a card.
(1/2)
------------------------
steam raider (common)
{1}{U}
creature ~ wall
defender
flying, first strike
assemble a contraption creature you control has fear.
whenever @ or another ally enters the battlefield under your control, you may destroy target creature with power 3 or less.
(0/3)
------------------------
steam ring (uncommon)
{3}
artifact
{1}, {T}, sacrifice @: draw a card.
assemble a contraption exactly creature spells you cast cost {2} less to cast.
I'll have to rethink this. At least we got a flip card that flips on assembling a contraption or if a forest is a swamp. That can happen.
Better:
steam memories (common)
{5}{B}
sorcery
@ deals 2 damage to target creature or player.
you may assemble a contraption if you have no cards in hand.
------------------------
steam reaver (uncommon)
{W}
creature ~ human cleric
{W}, {T}: tap target creature.
you may assemble a contraption if you control no untapped lands.
(1/1)
------------------------
steam slaver (common)
{1}{W}
creature ~ human soldier
when @ enters the battlefield, sacrifice it unless you sacrifice two creatures.
you may assemble a contraption if you control an urza's basic land type.
(2/2)
------------------------
steamfoot cry (uncommon)
{2}{G}
sorcery
destroy target artifact with converted mana cost 3 or less. it can't be regenerated. you gain life equal to its toughness. if @ was kicked, that creature gets +4/+0 and gains lifelink until end of turn.
you may assemble a contraption if you control a creature with power 4 or greater. activate this ability only during your turn, before attackers are declared.
------------------------
steamfinder skirmisher (common)
{4}{W}
creature ~ human soldier
when @ enters the battlefield, sacrifice a creature.
whenever you cast a spirit or arcane spell, @ gets +2/+2 and gains flying until end of turn.
whenever a spell or ability an opponent controls causes you control this turn, destroy target nonbasic land.
you may assemble a contraption if you control no untapped minotals.
(2/4)
------------------------
steam snapper (common)
{B}
creature ~ zombie warrior
{R}: @ gets +1/+0 until end of turn.
you may assemble a contraption if you control a creature with power 4 or greater.
(2/1)
------------------------
steam alley trip (rare)
{3}
artifact
whenever you activate for each creature you control, @ deals 3 damage to that player unless that player pays {2}. for each % counter removed this way, that player loses 3 life.
you may assemble a contraption if you control a green or white permanent.
------------------------
steam barrier (uncommon)
{3}{B}
sorcery
put the top two cards of your library into your graveyard. flip a coin. if you win the flip, each opponent may search his or her library for a card, then shuffles his or her library, then draws that many cards.
you may assemble a contraption if you have 9 or less life.
------------------------
steam jade (uncommon)
land
{T}: add {1} to your mana pool.
{2}, {T}: add {B} or {R} to your mana pool.
you may assemble a contraption if you pay {4} more to cast.
------------------------
steam nevening (uncommon)
{U}
instant
until end of turn, target creature you control can't attack unless defending player controls an island.
you may assemble a contraption if you control a green creature.
------------------------
steam barsher (rare)
{3}{U}
creature ~ human rogue
@ can't be blocked except by walls.
you may assemble a contraption if you control a forest.
{W}: @ gains first strike until end of turn.
(3/4)
------------------------
steam assassin (uncommon)
{W}
creature ~ human soldier
{0}: the next 1 damage that would be dealt to target creature this turn is dealt to target creature instead
(1/1)
Now some contraptions!
steam influence (rare)
{1}
artifact ~ contraption
choose a player that shares a creature type with the exiled card.
putting @ onto the battle field from your hand counts as asembling a contraption. put a 1/1 white soldier creature token onto the battlefield.
whenever @ attacks, if it's on the battlefield, you may exile target nonland permanent.
when @ leaves the battlefield, return the exiled card to the battlefield under their owners' control and enchanted permanent or put onto the battlefield this turn.
------------------------
steam salvage (uncommon)
{5}
artifact ~ contraption
put a 3/3 black zombie creature token onto the battlefield.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam procession (uncommon)
{4}
artifact ~ contraption
@ deals 3 damage to target creature or player. for each player who poisoned he or she does, copy that spell.
putting @ onto the battle field from your hand counts as asembling a contraption. the damage is dealt to @ instead.
------------------------
steam of strength (uncommon)
{4}
artifact ~ contraption
destroy target artifact or enchantment.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam angel (rare)
{6}
artifact creature ~ contraption
flying
{0}: the next 1 damage that would be dealt to @ this turn is dealt to @ instead.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, exile that card instead.
(6/5)
------------------------
steam barrier (rare)
{4}
artifact ~ contraption
you may exile a blue card with converted mana cost X from your hand rather than pay @'s mana cost.
target player discards two cards.
putting @ onto the battle field from your hand counts as asembling a contraption. the scavenge is spent on {X} in your mana pool.
------------------------
steam banner (common)
{3}
artifact ~ contraption
choose two target creatures. for each green creature to its owner's hand. exile @.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam hermit (rare)
{10}
artifact creature ~ contraption
@ can't be blocked as long as you control a swamp.
{1}{B}: regenerate @.
putting @ onto the battle field from your hand counts as asembling a contraption.
(7/7)
------------------------
steam armor (rare)
{5}
artifact ~ contraption
sacrifice @ unless you discard a card.
whenever one or more creatures you control deal damage to an opponent, you may sacrifice two mountains you control.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam of invisibility (rare)
{4}
artifact ~ contraption
exile the top five cards of your library. if it's a land card, you may draw a card.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam station (uncommon)
{4}
artifact ~ contraption
{1}, sacrifice @: uncast target spell unless its controller pays {1}.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steamfand catacombs (rare)
{4}
artifact ~ contraption
attacking creatures get +2/+2 until end of turn.
{R}: @ gains flying until end of turn.
{2}: @ gets +1/+0 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, discard a card.
------------------------
steam sliver (uncommon)
{5}
artifact creature ~ contraption
{3}, sacrifice @: destroy X target mountains.
putting @ onto the battle field from your hand counts as asembling a contraption.
(3/3)
------------------------
steam blade (rare)
{3}
artifact ~ contraption
@ doesn't untap during your untap step.
when @ dies, you may pay {X}. if you do, put a 4/4 blue bird creature token with flying onto the battlefield.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam recluse (common)
{3}
artifact creature ~ contraption
{1}: @ gets +1/+1 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, @ deals 6 damage to each creature.
(0/3)
------------------------
steam horror (common)
{5}
artifact creature ~ contraption
{2}: @ gets +1/-1 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption.
(3/3)
~~~~~~~~
The network doesn't really understand noncreature artifacts. It thinks they are sorceries.
The network doesn't really understand noncreature artifacts. It thinks they are sorceries.
Not quite. I just ran the sampling script myself to confirm it and yes, the network still understands non-creature artifacts. Example output:
|||artifact||equipment|N||{^^}|equip {^^^}\equipped creature gets +&^^/+&^^ and has "{^RR}: this creature gets +&^/+&^ until end of turn."|
|||artifact|||O||{^^}|T: add {^} to your mana pool.\T: regenerate target creature.|
|||artifact|||N||{^^^^}|{^^}, T: target creature gets +&^^/+&^^ until end of turn for each creature you control.|
|||artifact|||O||{^^}|T: add {^} to your mana pool.\T: add {BB} or {GG} to your mana pool. @ deals &^ damage to you.|
|||artifact|||N||{^^^}|whenever a creature enters the battlefield under your control, you may put a % counter on @.\remove three % counters from @: put a &^^/&^^ black zombie creature token onto the battlefield.|
Rather, the network thinks that contraptions are instants/sorceries, or, at the very least, artifacts with instant/sorcery text. Why that is, I have no idea.
EDIT: If you want to generate reasonable contraption-related text, you can phrase things in a way that the network can handle the ambiguity. For example, if you use "whenever you assemble a contraption", then the network has some leeway because it's just a triggered ability that triggers on some mysterious condition. You can get cards like (names mine)...
Factory Guardian 3
Artifact Creature - Construct
Whenever you assemble a Contraption, Factory Guardian gets +1/+1 until end of turn.
2/2
And similarly...
Steamdevil Raiders 2R
Creature - Goblin Warrior (Common)
Steamdevil Raiders attacks each turn if able.
Sacrifice a Contraption: Regenerate Steamdevil Raiders
3/3
Logistics Advisor 1W
Creature - Human Wizard (Uncommon)
Contraptions you control have hexproof. "These inventions are clever but they won't do us any good if they can't reach their intended target. But I have an idea..."
2/2
Now, none of this gets us closer to understanding just what contraptions are, but we have no problem generating cards that are relevant to contraptions.
Thought Swipe 2UU
Instant (Common)
Uncast target spell. If that spell is uncast this way, search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library.
#Great for mirror matches. Suprisingly this effect seems to have never been done before.
I really love this card. Good find! And you're right, I don't think I've seen this effect before. In limited it's unlikely to see too much use, but I could definitely see this in blue mirror matches in constructed play.
Of course... "Counter your Mana Leak with my Thought Swipe. Search my library for a Mana Leak. Pass turn." But at a 4+ CMC, it's unlikely to be used that way.
EDIT: I've found that I'm using the word "uncast" more and more when I talk about counterspells. It's so nice not having that overlap with the word "counter" as in "+1/+1 counter". And it's shorter than "neutralize", which is the go-to alternative, and longer than "annul", but uncast feels more evocative to me.
Still, I'm really happy with that very inventive Overload creature. I just hope it's rules-legal.
Well, that wasn't the intended use of that ability, but... I don't see anything wrong with it. I mean, we can change text on a creature card once it's on the field, I don't see why we couldn't do that on the stack. But then again, there may be some rule against it with which I am unfamiliar. Sleight of Mind, for instance, doesn't discriminate on the kind of spell that you target with it, so I am unsure.
Experiment: instants starting with 'change the text'.
marsh forgemane (rare)
{4}{R}
instant
change the text of target spell or permanent by replacing all instances of one color word with another or one basic land type with it.
------------------------
samite archers (uncommon)
{4}{U}
instant ~ arcane
change the text of target spell in a card type with it gain protection from the color of your choice until end of turn.
------------------------
faerie web (common)
{2}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another or one creature this turn.
------------------------
lust for warge (uncommon)
{2}{W}
instant
change the text of target spell or permanent's controller.
------------------------
decompose (uncommon)
{1}{W}
instant
change the text of target spell or permanent by replacing all instances of one creature type with it.
------------------------
arcbound scales (common)
{3}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word spells this turn.
------------------------
eversilk mage (rare)
{W}
instant
change the text of target creature this turn. they gain haste until end of turn.
------------------------
whisperstorm (common)
{1}{U}
instant
change the text of target soldier source of that turn. they can't be regenerated.
------------------------
cathedral of rath (uncommon)
{R}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn. it's still a land.
when enchanted land dies, return that card to the battlefield under its owner's control.
------------------------
darksteel marsh (common)
{U}
instant
change the text of target spell or permanent by replacing all instances of one creature type of your choice until end of turn.
------------------------
hired touch (common)
{1}{G}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
rithwayer drake (common)
{1}{W}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
deathbringer ramber (uncommon)
{2}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another.
------------------------
gang of erebos (rare)
{5}{R}
instant
change the text of target creature that shares a color with it gain first strike until end of turn. untap those creatures. whenever that creature deals combat damage to a player or planeswalker card from all graveyards, then return the cards in your graveyard to the battlefield. creatures have indestructible. that permanent's controller sacrifices it.
------------------------
capsige savant (rare)
{5}{U}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
aethermage banneret (rare)
{2}{B}
instant
change the text of target spell or permanent by replacing all instances of one color word with it.
------------------------
morgois collapse (uncommon)
{2}{R}
instant
change the text of target spell or permanent by replacing all instances of one color word wo target player's combat.
------------------------
disappointing.
How about some polymorphism?
spire generator (uncommon)
{2}{B}
instant
target creature becomes black until end of turn.
------------------------
slooded snapper (uncommon)
{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
primal caress (uncommon)
{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
call to the aether (uncommon)
{1}{W}
instant
target creature becomes the color of your choice until end of turn.
------------------------
gilt~leaf brawler (common)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
bone of the wiy vift (uncommon)
{R}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
merconic sliver (common)
{2}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
orcish wizard (common)
{2}{U}
instant
target creature becomes black until end of turn.
------------------------
voidmage shaman (rare)
{1}{B}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
wall of reverant (uncommon)
{1}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
ranger of hope (rare)
{1}{U}
instant
target creature becomes an island until end of turn.
draw a card.
------------------------
deathgreatherd (common)
{2}{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
war raptor (common)
{2}{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
barrenton embrace (uncommon)
{B}{B}
instant
target creature becomes black until end of turn. that creature can't be blocked this turn.
------------------------
ferrowsive star (rare)
{3}{U}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
flameborn heir (uncommon)
{B}
instant
target creature becomes an artifact and gains flying until end of turn. scry 3.
------------------------
ravenous vampire (common)
{1}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
word of the masters' panorama (uncommon)
{2}{U}
instant
target creature becomes an artifact until end of turn.
------------------------
forting sky (common)
{2}{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
samite mastery (common)
{2}{B}
instant
target creature becomes the color of your choice until end of turn.
draw a card.
------------------------
myr onitor (uncommon)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
disanter revelation (common)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
autochsken raiders (common)
{2}{G}
instant ~ arcane
target creature becomes black until end of turn.
fuse
------------------------
corpse dead (common)
{1}{U}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
balancing spirit (uncommon)
{R}
instant
target creature becomes an artifact in addition to its other types.
------------------------
minamo's blood (uncommon)
{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
smoldering angel (common)
{R}
instant
target creature becomes the color of your choice until end of turn. it's still a land.
------------------------
sarshal metallire (common)
{W}
instant
target creature becomes black until end of turn.
------------------------
desperate landfire (common)
{2}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
righteous trees (common)
{1}{W}
instant
target creature becomes the color of your choice until end of turn.
------------------------
decree of urborg (common)
{2}{B}
instant
target creature becomes black until end of turn.
draw a card.
------------------------
claws of the malignar (rare)
{2}{W}{W}
instant
target creature becomes the color of your choice until end of turn.
Mostly changes of colour, no changes of creature type.
Talcos, are your analysis tools entirely automated? In that case I'd like to know how my net fares (and I bet at least another guy will, too). What file/card format are you using? If its Hardcast's I suppose the simplest would be that I make a json to use encode.py
Not fully, no. Most of my analyses involve some degree of handcrafting, like with the graphs I've shown in the past. But I do work with hardcast_sixdrop's input format. Now, hardcast_sixdrop does provide a summarize.py file that gives you some basic summaries of a card dump, and that can be a helpful starting point. Again, that requires his input format.
Speaking of which, with reference to Tiir's interests, I promise I'll look into the activation patterns of the forget gates very soon and make a post about it. We need to see whether the network is really forgetting everything from one card to the next or whether there are some hold overs that influence the subsequent card.
EDIT: I'll also post the script for that at that time, in case anyone wants to replicate my findings.
I apologize for posting one right after the other, but I just wanted you to know that, so I primed the most recent network with the following text
|reaping note||sorcery|||A||{^^^BB^^}|destroy all creatures with power &^^^ or less.|
|kor dog||creature||human soldier|O|&^^/&^^|{WW^^}|battalion ~ whenever @ and at least two other creatures attack, @ gets +&^^/+& until end of turn.|
and extracted the contents of the memory contents of different cells at different points in time as it read over that text. I couldn't render everything all at once, so I just probed the first 50 cells at each layer.
The switch from one card to the next happens around timestep 85, but you can't really see that from the graph, which confirms one of our concerns that there was bleed-over from one card to the next. Now, a few caveats:
* You aren't seeing the initial state, where all of the cells are zeroed out. Sorry about that. Just understand that timestep zero is the state of memory after reading the first character.
*I only grabbed the first 50 cells contents at each layer, not all 512 at each layer, so we don't see the whole picture.
*You can't tell which cells are rising or falling from this graph.
*The first layer of cells continually emit a low frequency hum that probably just echoes recent characters, which is why you see a ton of cells clustered around Y=0. The second and third layer cells do much of the heavy lifting and those are the ones you see bouncing around more vigorously.
*I know for a fact that many cells actually do zero out at the end of cards. For example, one of the "regulator" cells that I identified (see https://plot.ly/~rmmilewi/967/a-sample-of-lstm-cell-activations/ ) returns to zero at the end of each card, as you have seen.
However, it is clear that, even if the information decays rapidly, there is a certain amount of residua from previous cards hanging about in the air. It's not clear whether this is significant enough to actually cause the network to make mistakes in the body text, but it's worth investigating what happens when we zero out the contents of memory at the end of a card. We can do this through a modification of the sampling script. I might try that out tonight and see what effects that has.
EDIT: I should be clear that this phenomenon isn't resulting in any reduplications of cards, or anything of that nature. The concern is that fragmentary memories of previous cards could hypothetically steer the network in the direction of error. Of course, the network is quite capable of making errors on the first card it produces, so I don't know how much of an effect that zeroing out the state will have, but it's worth trying.
I have a feature request for the v3 sampler: add io.flush() on line 166. This unblocks stdout/pipes so I can read the output as it is happening and stream it to the client. Hopefully this does not break anything
Private Mod Note
():
Rollback Post to RevisionRollBack
Proud to be saving the world since 1984 -- I also have an open source website to make AI generated magic cards. Source code
First off; there were 26 hybrid cards generated. Low, out of ~9000, but that's ok at a temp of 0.6. What confuses me is that 23 out of 26 are (R/G) hybrids. The only other three are (R/W), (U/B) and (U/R). And all the red/green ones are either goblin shamans or goblin warriors. Weird.
Hmm, what else do we have here...
Remover of Obstacles UBB
Creature - Human Wizard (Rare) B,T: Target creature can’t block this turn.
Overload 3U (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each”.)
2/3
~~~Does this actually work? I've never seen Overload on a non-instant or non-sorcery. Usually it wouldn't work, but here... strictly interpreting Overload's reminder text, maybe it does? It'd end up being B, T: Each creature can't block this turn. A worthwhile effect for a total 7cmc I'd say? This is what I love to see; new ways of using old mechanics that the network has no preconceptions about.
...I didn't find any other noteworthy multicolour cards (would take too long to browse the monocolour ones). This batch of cards also seems to have the same colour identity issues (though maybe not as extreme) as networks trained with more than Modern cards did. It's certainly not a whole lot better completing X costs. Nor is it better at kicker... there was one card with a kicker cost and a 'kicked' clause, out of 49 cards with a 'kicked' clause. Yeesh.
Still, I'm really happy with that very inventive Overload creature. I just hope it's rules-legal.
It's legal as far as I can tell, although Overload is a replacement cost, not an additional cost, so you're looking at 4 CMC, AKA totally broken.
Fancy new ui feature! The card generation and image loading is almost parallel, meaning the page will load and start displaying cards as they generate*. This is available for all formats.
*So this works on my home development machine but is slow and unstable on the actual server. I'm going to have to do more testing. My hunch is that the neural net takes longer to warm up on my server and is blocking the websockets, causing them to time out. I am probably going to have to put the neural net behind python's multiprocess module to prevent GIL issues.
Private Mod Note
():
Rollback Post to RevisionRollBack
Proud to be saving the world since 1984 -- I also have an open source website to make AI generated magic cards. Source code
I got the memory reset to work on the sampling script and generated a new dump of cards. However, I discovered that the error rate was practically identical even with the resets, with 11.01% of cards being marked as garbage (so more or less no difference). Now, this is not to say that some kind of isolation of cards couldn't help with training, but it doesn't do a whole lot for the trained network. The mistakes it makes are not directly due to influence from previous cards, the memory of such things decays too quickly to have any substantial impact.
I will say though that the network, while it has some work that needs doing, is doing a phenomenal job so far at producing Magic cards. The fact of the matter is that the network gets the majority of cards right the majority of the time. We like to point out the weird and interesting stuff that the network generates for rares and mythic rares and how sometimes it creates masterfully constructed cards and how other times it just falls flat on its face. But the task we assigned to the network was to predict the majority of cards correctly, and the majority of cards are designed with limited play in mind, and the network gets "filler" cards right more often than not. Slap a coat of flavor paint on them and you'd be hard-pressed to tell the difference between them and real cards.
Here are a few cards I saw in the dump (names mine):
Unstable Sorcerer U
Creature - Human Wizard (Uncommon) 1U, T: Copy target instant or sorcery spell you control. It deals damage equal to its converted mana cost to Unstable Sorcerer.
2/2
#This should probably be a 1/1. But I like what it does.
Aegis of Experience 4
Artifact (Rare)
Creatures you control get +1/+1 for each creature you control with a a +1/+1 counter on it.
Unplayable Dryad 2GG
Creature - Dryad (Rare)
Noncreature spells your opponents cast cost 1 less to cast.
Whenever a creature you control becomes the target of a spell or ability, sacrifice it.
4/4
#I didn't think it was possible for the network to make a card so deliberately bad. Like, the first line wasn't enough of a drawback for it, so it decided to add yet another drawback.
Grand Theft 3UR
Sorcery (Rare)
Buyback 3
Search target opponent's library for a creature card with converted mana cost 7 or greater, reveal it, put it into your hand, then shuffle your library.
#The network is convinced that this is a legal action. This is not the first card that has you steal cards from an opponent and put them into your hand or library.
Arkiel, Herald of the End 4BRR
Legendary Creature - Dragon
Flying
Whenever a creature an opponent controls becomes the target of a spell or ability, destroy it. "I do nothing. It is the arrogance of mere mortals, who think they can escape fate, that undoes them."
5/5
#It's a one-sided Horobi, Death's Wail.
Unplayable Dryad 2GG
Creature - Dryad (Rare)
Noncreature spells your opponents cast cost 1 less to cast.
Whenever a creature you control becomes the target of a spell or ability, sacrifice it.
4/4
#I didn't think it was possible for the network to make a card so deliberately bad. Like, the first line wasn't enough of a drawback for it, so it decided to add yet another drawback.
Change its color to Blue and it looks just like your average Blue creature
I asked the web UI to append '\whenever a creature you control ingests one or more cards' to the end of cards. Instead I got cards with 'if you have 4 or more cards in your hand,' appended.
Uh, I think I got someone else's cards.
Edit: tried again, it made two but only printed pretty text for the first, then it switched to something else:
|talas warrior||creature||human wizard|O|&^^/&^|{WW}|{^}: the next time a white source of your choice would deal damage to you this turn, prevent that damage.\whenever a creature you control ingests one or more cards, you may put a &^/&^ green saproling creature token onto the battlefield.|
|broodstar||creature||ogre|A|&^^^^^^/&^^^^^^|{^^^RR}|trample\when @ enters the battlefield, destroy all creatures an opponent controls and @ deals &^^^^ damage to that creature's controller.\whenever a creature you control ingests one or more cards, @ deals &^^^ damage to that land's controller.|
|silvercrafter||creature||human wizard|O|&^/&^^|{^^UU}|{UU}, T: target creature gets +&^/+&^ until end of turn.|
|well of death silver sliver||creature||sliver|O|&^/&^|{BB^}|all sliver creatures have double strike.|
|serra firecat||creature||centaur warrior|N|&^^^^^^/&^^^^^|{^^^^GG^}|devour &^^^ \when @ enters the battlefield, target opponent reveals his or her hand. you may cast the copy without paying its mana cost. then each player who controls more lands than each other player exiles all cards from his or her hand. that player discards that card.|
|goblin recvaition||enchantment|||A||{WW^^}|{^WW}: the next time would deal damage to you this turn, prevent that damage.|
|peace of flame||sorcery|||A||{RR^^}|@ deals &^^^^^^^^ damage to target creature or player. prevent all damage that would be dealt to that creature this turn. that creature gets +&^^/+&^^ until end of turn.|
|pyroil serpent||creature||serpent|N|&^^^^^/&^^^^^|{^^^UU^^}|defender\{^^^^}, T: search your library for a nonland card with converted mana cost &^^ or less and put it onto the battlefield. exile it. if you do, shuffle your library.|
This is a definite functionality-breaking problem.
Despite my tendency to fire off bug reports, Croxis, I am super happy to have your Web UI! My VMs are hosed at the moment, so it's great to have that alternative. Plus, given we're not procedurally generating artwork yet, I will totally use the make-printable-cards feature for whatever goes into my draft set.
Talcos, is there a way to give less weight to the text just preceding so previous text can have more impact?
Do you mean weighting the importance of things differently during training? Or during sampling? I think the answer is yes in both cases. Which do you want me to elaborate on?
EDIT: The first involves weighting losses/gradients during training. The other, possibly, would be dynamically altering the temperature when the network generates certain content during sampling, in order to better steer it towards acceptable outcomes.
Sorry, I don't know enough of the wiring of the net, it's just a general feeling that we observe outputs that are carried away by what was decided just before. Dashed text beginning always with the same words? Learnt perfectly even with a few cards. Something even short is there before the recurring pattern recurs? Needs hundreds of cards to be learnt partially. I'd put that next to X and quote observations. Something's wrong somewhere. Wouldn't low temp favor local effects? But why can't we go to temp 1?
Well maybe training for 500 epochs works too
You're fine!
I hypothesize that the problem with X costs (as a prime example of the problems we have with the network) is three-fold:
* First, X costs can occur in the mana cost, leading to situations where X doesn't need to be defined in the body text (e.g. Blaze). When the network generates a card with an undefined X cost, it may mistakenly think that it already tied X to the mana cost.
* Second, definitions of X almost always follow commas (e.g. Accelerated Mutation, and commas indicate topic shifts, where the network expects to have some leeway as to what comes next. That is misleading for the network.
* Third, the length of the dependency can be highly variable. Sometimes the distance between X and its definition is short (e.g. Aven Shrine), and sometimes it's longer (e.g. Aura Mutation).
That second and third problems are also related to why the network struggles with kicker costs. There's always some intervening text that, when viewed without regards to the kicker ability, could go in virtually any direction. That creates noise that suggests that the network has more latitude than it actually does.
There are trade-offs here, of course. The network wants to be the best it can at predicting the text of cards. We would like for it to be great at predicting cards with X-costs, but not at the expense of its ability to predict other kinds of cards. X-cost cards are particularly tricky because they represent a minority of cards and because they exhibit context-sensitive dependencies. We want the network to give us the best approximation it can of such cards without overfitting on them and without learning rules that bleed into the majority of cards that do not exhibit their features.
Don't think of it as a dumb mistake, think of it as a calculated sacrifice.
Now, there are ways of making life easier for the network, such as flattening the grammar, boiling things down to the essentials where needed. That's helpful. But we should be clear that for any non-trivial, complex language, there will always be some amount of "garbage" output due to strategic underapproximation (especially since we have such a severe input shortage). This "weakness" arises out of the greatest strength of stochastic models like our RNN, which, I might add, is one of the most powerful and sophisticated models that I have ever encountered.
As we've discussed, there are ways for us to specialize the architecture to better solve our problem. Better training regimes, better input preprocessing, etc. We could also add modules that refine the output, like a grammar checker or a semantics approximator. After all, the secret to good writing is rewriting.
I asked the web UI to append '\whenever a creature you control ingests one or more cards' to the end of cards. Instead I got cards with 'if you have 4 or more cards in your hand,' appended.
Uh, I think I got someone else's cards.
Edit: tried again, it made two but only printed pretty text for the first, then it switched to something else:
This is a definite functionality-breaking problem.
I tried it and I can't reproduce what you saw, it is working correctly for me. Give me more input specifics if you changed anything else, it might help.
Despite my tendency to fire off bug reports, Croxis, I am super happy to have your Web UI! My VMs are hosed at the moment, so it's great to have that alternative. Plus, given we're not procedurally generating artwork yet, I will totally use the make-printable-cards feature for whatever goes into my draft set.
Bug reports make me happy (well not happy because it means I missed something, but you know what I mean). The printable card feature and the mse set feature is also broken for the moment* ut I am working on that fix now.
*The variables and raw card text is stored in what is called a session. The default behaviour for a session is to store it in an encrypted cookie on your browser. When I changed generation into a javascript/websocket I can read the form settings from the browser session cookie, but I can't write to it like I did with the old method. I'm switching to a serverside session system that will fix this issue.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
Fantastic card!
Have more linklash: thiss time with Croxis's new Pretty Text output format. (a mtgs forum emotes format would be handy too...)
spute (common)
{3}{R}
instant
@ deals 1 damage to target creature or player.
linklash: when another permanent with linklash is put into your graveyard this turn, each player loses 1 life.
{B}{B}, exile @: target creature gets +3/+0 and gains first strike until end of turn.
#seems weak, exile clause should be 'from your graveyard'
------------------------
tolarian earth (uncommon)
{R}{X}
sorcery
@ deals X damage to each creature with flying.
spell mastery ~ if there are two or more instant and/or sorcery cards in your graveyard, you may cast @ as though it had flash.
linklash: when another permanent with linklash is put into your graveyard this turn, sacrifice @.
{T}: add {B} to your mana pool.
#the linklash and tap parts are useless. But it's still an interesting card with a working meaningful X and spell mastery! Wow.
------------------------
pollenbridge drake (uncommon)
{3}{U}
creature ~ drake
flying
when @ enters the battlefield, you may exile a creature you control. if you lose the flip, @ deals 1 damage to target creature or player.
linklash: when another permanent with linklash is put into your graveyard this turn, @ deals 1 damage to you.
(2/2)
#it got lost with that flip. And the linklash is a downside on a card that doesn't need one
------------------------
garruk, the wild of unicorn (rare)
{6}{R}{R}
legendary creature ~ giant warrior
whenever @ attacks, each attacking opponent can't cast more than one spell this turn.
linklash: when another permanent with linklash is put into your graveyard this turn, exile it instead.
(8/8)
#fine.
------------------------
shaman of salvation (rare)
{5}{U}
enchantment
when @ enters the battlefield, put a 1/1 green elf warrior creature token onto the battlefield, where X is the number of creatures card in your graveyard.
linklash: when another permanent with linklash is put into your graveyard this turn, exile that card.
#ehhhh, no.
------------------------
word of bomb (common)
{1}
artifact
{B}, sacrifice @: destroy target nonblack creature.
linklash: when another permanent with linklash is put into your graveyard this turn, you may pay {2}. if you do, draw two cards.
#sweeeet, and great name
------------------------
orcish infuser (common)
{1}{W}
creature ~ human rebel scout
{W}, {T}: tap target creature.
linklash: when another permanent with linklash is put into your graveyard this turn, you may attach @ to it.
(1/2)
#um, whoops. But interesting idea that could be used elsewhere with alteration
------------------------
viashino satyr (rare)
{2}{G}
creature ~ elf druid
at the beginning of your upkeep, if you control a creature with power 3 or less, you may pay {1}{G}. if you do, @ deals 5 damage to target opponent.
linklash: when another permanent with linklash is put into your graveyard this turn, you may pay {3}. if you do, put a 1/1 green saproling creature token onto the battlefield.
(2/2)
#awesome, but would be less redundant if it was 'another creature with power 3 or less'. Then the saproling would be a meaningful self combo.
------------------------
jace's troops (uncommon)
{W}
creature ~ human soldier
as @ enters the battlefield, choose a color.
whenever you cast a spirit or arcane spell, you may pay {B}. if you do, return @ from your graveyard to your hand.
linklash: when another permanent with linklash is put into your graveyard this turn, @ deals 1 damage to the creature's controller.
(1/1)
#no thanks.
And here's lashlink for equipment:
{1}
artifact ~ equipment
equip {2}
equipped creature gets +0/+3 and has flying.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nice
------------------------
pouncing ward (uncommon)
{2}
artifact ~ equipment
equip {1}
equipped creature gets +1/+1.
as long as equipped creature is a human, it assigns no combat damage to a player, where X is the number of % counters on @.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#whoops
------------------------
kami of the death warlord (rare)
{3}
legendary artifact ~ equipment
equip {3}
equipped creature gets +1/+1 for each creature you control and has base power and toughness 0/6.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#this is goooooood
------------------------
wellspring tutor (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has "{R}, {T}: this creature deals 1 damage to target creature or player."
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nifty
------------------------
incrunion (uncommon)
{2}
artifact ~ equipment
equip {3}
equipped creature gets +3/+1.
whenever equipped creature attacks, if you control a blue permanent, you may put a +1/+1 counter on @.
#niiiiice
------------------------
shadow swarm (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#decent, nothing fancy though
------------------------
seize the hidder (uncommon)
{W}{W}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2 and has "{B}: regenerate this creature."
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#a bit more interesting
------------------------
sentry of razor (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has trample.
when a creature dies, you may have target creature get -2/-2 until end of turn.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#now this is cool. Chain death to small creatures!
------------------------
frozen of carrion (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +2/+2 and has flying, indestructible.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#well this is undercosted. Wow.
------------------------
sivvi's instincts (uncommon)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has "whenever this creature deals combat damage to a creature, that creature's controller discards a card.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#good!
------------------------
hollowhenge (common)
{3}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#nahhhhh. Not wrong, but not good.
------------------------
hammer of petrayal (common)
{2}
artifact ~ equipment
equip {2}
equipped creature gets +1/+1 and has protection from white and from artifacts.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#pretty good in the right circumstances
------------------------
vengeful bane (common)
{1}
artifact ~ equipment
equip {2}
equipped creature gets +1/+2 and can't block.
lashlink: when a creature with linklash enters the battlefield, you may attach @ to it.
#something to think about
The code to do this exists in mtgencode; all it needs is an option on the frontend.
https://drive.google.com/file/d/0BxF7G2b8kigCZ200VjlaemV2SDg/view?usp=sharing
Here's a link to the dump from the latest build (temperature 0.6):
https://drive.google.com/file/d/0BxF7G2b8kigCY2ZKTTBUb0FMNzQ/view?usp=sharing
So, as far as I can tell, the network still messes up from time to time. The point is that now it messes up slightly less than before. Or, at the very least, it messes up in ways that are harder to catch through simple garbage detection processes. In any case, it seems like it's more comfortable using complicated turns of phrase without messing up completely.
Here are a few example cards from the dump (I had to provide the names so we could talk about them):
Faithful Guardian
RW
Creature - Human Soldier (Uncommon)
Haunt (When this creature dies, exile it haunting target creature.)
Whenever Faithful Guardian deals combat damage to a player, you may draw a card.
2/2
#This is the first time I recall seeing the network use the haunt ability. But it didn't use it correctly. The card should read "whenever @ or the creature it haunts".
Noble Metabreaker
2WW
Creature - Human Knight (Uncommon)
Whenever Noble Metabreaker or another Ally enters the battlefield under your control, you may gain control of target creature with power 5 or greater.
Finally, the Battle for Zendikar came to a close.
2/2
#That would be so format-warping for limited.
Mesmerizing Mage
2U
Creature - Human Wizard (Uncommon)
Whenever a player casts a spell, you may gain control of target creature with power 2 or less.
1/3
#Seems balanced and fair. It's the counterpart for Noble Metabreaker. Now we just need one that covers creatures of power 3 and 4 and we'll be set.
Gambling Artificer
1U
Creature - Human Rogue Artificer (Uncommon)
T: Flip a coin. If you win the flip, look at the top five cards of your library. You may choose new targets for the copy.
1/1
#Very clever, but there's superfluous text at the end.
Angelic Codex
5
Artifact (Mythic Rare)
3, T: Put a study counter on Angelic Codex
Remove three study counters from Angelic Codex: Put a 4/4 white Angel creature token with flying onto the battlefield.
Mardu Ratworks
4RR
Enchantment (Rare)
If Mardu Ratworks is in your opening hand, you may begin the game with it on the battlefield.
Tap five untapped creatures you control: Put a 4/4 white and black Rat artifact creature token with flying onto the battlefield.
#This is too good.
Mediocre Champion
2W
Creature - Human Knight (Common)
Flying
Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)
2/2
Trinket-Coveting Mammoth
7GGG
Creature - Elephant (Rare)
At the beginning of your upkeep, draw a card if you control three or more artifacts.
9/9
Nonsense
5R
Enchantment (Rare)
As Nonsense enters the battlefield, choose a color.
Nonsense has infect as long as you control a legendary Samurai.
#I swear that "choose a color" is the hardest thing for these networks to grasp. It's as if they treat it like "draw a card", or something else that can just stand alone.
Tashi, Master of Nonsense
2WW
Legendary Creature - Human Samurai (Rare)
Defender
Whenever Tashi, Master of Nonsense attacks, it gets +1/+0 until end of turn.
Flashback 4GG
3/3
#I had to do some digging but I think I found the companion card for Nonsense. They were practically made for each other.
Barrenton Sporewatcher
W
Creature - Kithkin Soldier (Common)
As long as Barrenton Sporewatcher is untapped, tapped creatures you control have "whenever this creature deals combat damage to a player, put a 1/1 green Saproling creature token onto the battlefield."
1/1
#Other times the card makes perfect sense, but the wording or construction of it is just kinda... weird.
So while in many ways I feel like we are improving, we still have a ways to go. Exciting though.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
First off; there were 26 hybrid cards generated. Low, out of ~9000, but that's ok at a temp of 0.6. What confuses me is that 23 out of 26 are (R/G) hybrids. The only other three are (R/W), (U/B) and (U/R). And all the red/green ones are either goblin shamans or goblin warriors. Weird.
Hmm, what else do we have here...
Remover of Obstacles UBB
Creature - Human Wizard (Rare)
B,T: Target creature can’t block this turn.
Overload 3U (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of “target” with “each”.)
2/3
~~~Does this actually work? I've never seen Overload on a non-instant or non-sorcery. Usually it wouldn't work, but here... strictly interpreting Overload's reminder text, maybe it does? It'd end up being B, T: Each creature can't block this turn. A worthwhile effect for a total 7cmc I'd say? This is what I love to see; new ways of using old mechanics that the network has no preconceptions about.
...I didn't find any other noteworthy multicolour cards (would take too long to browse the monocolour ones). This batch of cards also seems to have the same colour identity issues (though maybe not as extreme) as networks trained with more than Modern cards did. It's certainly not a whole lot better completing X costs. Nor is it better at kicker... there was one card with a kicker cost and a 'kicked' clause, out of 49 cards with a 'kicked' clause. Yeesh.
Still, I'm really happy with that very inventive Overload creature. I just hope it's rules-legal.
(And with a quick search of Gatherer they seem to be original too)
Lord of Punishment
8BBBB
Creature - Demon (Rare)
Flying
Whenever Lord of Punishment deals combat damage to a player, you may pay 3. If you do, target player sacrifices an artifact, a creature, an enchantment, and a land.
9/9
#Pricey but worth their expression when this guy connects. Also, "target player" not "that player" = multiplayer hilarity
Thought Swipe
2UU
Instant (Common)
Uncast target spell. If that spell is uncast this way, search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle your library.
#Great for mirror matches. Suprisingly this effect seems to have never been done before.
Land Leach
2BB
Enchantment - Rare
Whenever a player taps a forest or plains, you may pay 1. If you do, you gain 1 life.
#The network gets enemy color hate AND black's general philosophy to life
Explosives Escort
2WW
Creature - Human Soldier (Common)
Whenever Explosives Escort becomes blocked, you may have Explosives Escort deal 4 damage to each creature.
Whenever Explosives Escort deals combat damage to a player, you may pay 1. If you do, it deals 3 damage to target creature or player.
1/4
#Don't like 1 damage and a lightning bolt every turn? You can always block
And some slightly stranger ones:
Stone Deanimator
3UU
Creature - Human Wizard (Rare)
Gargoyle artifacts can't attack.
2/5
#Sorry Darklit Gargoyle, Darksteel Gargoyle, Dragonloft Idol, Gargoyle Sentinel, Lumengrid Gargoyle, Manor Gargoyle, Millennial Gargoyle, Nullstone Gargoyle, Sanctum Gargoyle, and Tower Gargoyle. Interestingly, there are more non-artifact gargoyles than artifact gargoyles in magic
Seaside Sculptor
1WWW
Creature - Human Soldier (Uncommon)
When Seaside Sculptor enters the battlefield, you may have target player put a colorless artifact token named kelp onto the battlefield.
2/2
#It's your birthday today. Have some useless fake kelp
and the obligatory:
Easy Being Green
3GG
Sorcery (Uncommon)
Each opponent loses the game.
I tried out another ability idea. Results are mixed as usual:
{2}{W}
sorcery
destroy all artifacts and enchantments, and enchantments.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may put a 4/4 green wurm creature token onto the battlefield.
#haha, extra enchantment hate! This should be green. Double green even.
------------------------
divine sun (rare)
{5}
artifact
if you would draw a card while you have no cards in hand, @ deals 3 damage to that player unless he or she pays {1} for each creature he or she controls.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#cool artifact with a brilliant name. Puns intended. The extra ability is dull though. But powerful.
------------------------
part of the call (common)
{2}{B}
instant ~ arcane
creatures you control get +1/+1 until end of turn. if a creature dealt damage this way would die this turn, exile it instead.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#wording's a little off, and it's not very black. But strong.
------------------------
temple of rebirth (uncommon)
{1}{W}
instant
the next time you tap a land this turn, you may pay {3}. if you do, draw a card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
#iiiinteresting idea
------------------------
sphere of the ancestral (uncommon)
{1}{B}
instant
exile target card from a graveyard. put a 3/3 green centaur creature token named keyran pendealh creeper
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card. if you do, return it to the battlefield under its owner's control at the beginning of the next end step.
#also extremely interesting, and overpowered. And the return to battlefield falls over on nonpermanents
------------------------
celestial treefolk (common)
{4}{G}
creature ~ treefolk
{1}{G}: @ gets +1/-1 until end of turn.
{1}{B}: regenerate @.
when @ becomes the target of a spell or ability an opponent controls, that damage is dealt to @ instead.
at the beginning of your next end step, if a multicoloured spell was cast this turn, it deals 2 damage to you.
cycling {2}
(3/3)
#yes, redirect damage from itself to itself! And multicoloured spells damage you! Interesting downside for a card which didn't need one.
------------------------
call of the damned (uncommon)
{1}{G}
instant
target creature gets +2/+2 until end of turn. clash with an opponent. if you win, return @ to its owner's hand.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile all cards from target player's graveyard. if you do, each player sacrifices a permanent that targets the most common color among lands he or she controls that's attacking you.
# interesting card which fell into the word salad bowl towards the end
------------------------
words of summons (rare)
{R}
sorcery
target opponent reveals his or her hand. you choose a card from it. that player discards that card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may pay {1}. if you do, draw a card.
# this is not a red card!
------------------------
angelic soldier (rare)
{5}{U}
creature ~ human wizard
tap two untapped creatures you control: tap target creature for each other creature that dealt damage this turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, it deals 3 damage to that creature or player.
(2/2)
#angel soldier human wizard? The tapping seems complicated. I think it makes it hard for your oponed to leave back blockers. The 3 damage needs 'target'.
------------------------
armor of urzax (common)
{R}
enchantment ~ aura
enchant creature
enchanted creature can't be blocked except by walls.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
# nice aura!
------------------------
jalan, war wave (p)
{1}{W}{W}
planeswalker ~ ajani
+1: untap target creature. put a 1/1 white soldier creature token onto the battlefield.
at the beginning of your next end step, if a multicoloured spell was cast this turn, exile that card.
((3))
# well it tried making an Ajani
------------------------
vigilant sage (common)
{2}{R}
creature ~ human warrior
when @ enters the battlefield, target player discards a card.
{2}, {T}: draw a card, then discard a card.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may attach @ to it. that creature's controller may put a 5/5 green beast creature token onto the battlefield.
(2/1)
# more erroneous attachment. Powerful and not very red.
------------------------
pulse of reverence (common)
{1}{G}
instant
target creature you control gains protection from the chosen color until end of turn.
ferocious ~ if you control a swamp, you may have @ deal damage equal to its power to target creature or player.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may pay {R}. if you do, return @ to the battlefield under its owner's control.
#this is all wrong!
------------------------
spike leap (common)
{W}
instant
creatures you control gain first strike until end of turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may draw a card.
#nice. Maybe too nice.
------------------------
guardian of the guilds (rare)
{3}{W}
creature ~ human
whenever @ becomes blocked, you may have target creature get +2/+0 until end of turn.
at the beginning of your next end step, if a multicoloured spell was cast this turn, @ deals 1 damage to you.
(2/2)
#ow! Not awful though
------------------------
instill blade (uncommon)
{2}{U}
instant
uncast target spell if it's your turn. they can't be regenerated.
whenever a player casts a creature spell, if @ is an enchantment, @ becomes a 1/1 blue and red elemental creature with "this creature's power and toughness are each equal to the number of elves you control.
at the beginning of your next end step, if a multicoloured spell was cast this turn, that damage is dealt to you unless its controller pays {1}.
#errrrrrrrrr what?
------------------------
incresire the sands (uncommon)
{1}{W}
enchantment
creatures with converted mana cost 2 or less can't attack you.
at the beginning of your next end step, if a multicoloured spell was cast this turn, you may have @ deal 4 damage to you.
#'may' well this is good against all those small threats. Probably too cheap.
Another test:
{3}{W}
creature ~ human soldier
when @ enters the battlefield, you may destroy target black creature.
assemble a contraption of a color with the chosen creature is a warrior, it can be blocked as though they didn't have defender.
(2/2)
------------------------
steam urborg (rare)
{4}{B}{B}
creature ~ avatar
whenever @ attacks, prevent all damage that would be dealt to target creature this turn.
assemble a contraption exiled with @'s power and toughness are each equal to the number of cards in your graveyard.
(5/5)
------------------------
steam barrier (common)
{1}{G}
instant
target creature gets +4/+0 and gains flying and gets +X/+X until end of turn, where X is the number of +1/+1 counters on it. this ability can't be blocked this turn.
assemble a contraption creature is a human, it can block an additional creature.
------------------------
steam retreat (common)
{G}
instant
target attacking creature gets +4/+4 and gains flying until end of turn.
assemble a contraption or creature is a creature with power 5 or greater.
------------------------
steamflight trap (uncommon)
{2}{R}
instant ~ trap
if you does, put a 2/2 white demon creature token with flying onto the battlefield.
sacrifice a land: you gain 4 life.
assemble a contraption exiled with @ has a +1/+1 counter from @, it gets +2/+2 for each creature you control if it's blocking.
------------------------
steam archer (common)
{G}
creature ~ human shaman
whenever you cast a spirit or arcane spell, you may draw a card.
assemble a contraption of the chosen type has no +1/+1 counters on it, where X is the number of % counters on @.
(1/1)
------------------------
steam charm (common)
{3}{R}
instant
@ deals 5 damage to target creature or player.
assemble a contraption creature is a creature card with converted mana cost 4 or less, it gets +1/+1.
------------------------
steam battle witch (uncommon)
{2}{W}
creature ~ human cleric
double strike
assemble a contraption creature with power 4 or greater dies, put a +1/+1 counter on @.
(2/2)
------------------------
steam rootwater (rare)
land
{T}: add {1} to your mana pool.
{T}: add {B} or {R} to your mana pool.
assemble a contraption or a forest is a swamp, flip @.
~~~~~~~~
steam seer (uncommon)
{1}{W}
creature ~ human cleric archer
whenever another black creature enters the battlefield, its controller loses 2 life.
assemble a contraption an opponent controls attacks, you may draw a card.
(1/2)
------------------------
steam raider (common)
{1}{U}
creature ~ wall
defender
flying, first strike
assemble a contraption creature you control has fear.
whenever @ or another ally enters the battlefield under your control, you may destroy target creature with power 3 or less.
(0/3)
------------------------
steam ring (uncommon)
{3}
artifact
{1}, {T}, sacrifice @: draw a card.
assemble a contraption exactly creature spells you cast cost {2} less to cast.
Better:
{5}{B}
sorcery
@ deals 2 damage to target creature or player.
you may assemble a contraption if you have no cards in hand.
------------------------
steam reaver (uncommon)
{W}
creature ~ human cleric
{W}, {T}: tap target creature.
you may assemble a contraption if you control no untapped lands.
(1/1)
------------------------
steam slaver (common)
{1}{W}
creature ~ human soldier
when @ enters the battlefield, sacrifice it unless you sacrifice two creatures.
you may assemble a contraption if you control an urza's basic land type.
(2/2)
------------------------
steamfoot cry (uncommon)
{2}{G}
sorcery
destroy target artifact with converted mana cost 3 or less. it can't be regenerated. you gain life equal to its toughness. if @ was kicked, that creature gets +4/+0 and gains lifelink until end of turn.
you may assemble a contraption if you control a creature with power 4 or greater. activate this ability only during your turn, before attackers are declared.
------------------------
steamfinder skirmisher (common)
{4}{W}
creature ~ human soldier
when @ enters the battlefield, sacrifice a creature.
whenever you cast a spirit or arcane spell, @ gets +2/+2 and gains flying until end of turn.
whenever a spell or ability an opponent controls causes you control this turn, destroy target nonbasic land.
you may assemble a contraption if you control no untapped minotals.
(2/4)
------------------------
steam snapper (common)
{B}
creature ~ zombie warrior
{R}: @ gets +1/+0 until end of turn.
you may assemble a contraption if you control a creature with power 4 or greater.
(2/1)
------------------------
steam alley trip (rare)
{3}
artifact
whenever you activate for each creature you control, @ deals 3 damage to that player unless that player pays {2}. for each % counter removed this way, that player loses 3 life.
you may assemble a contraption if you control a green or white permanent.
------------------------
steam barrier (uncommon)
{3}{B}
sorcery
put the top two cards of your library into your graveyard. flip a coin. if you win the flip, each opponent may search his or her library for a card, then shuffles his or her library, then draws that many cards.
you may assemble a contraption if you have 9 or less life.
------------------------
steam jade (uncommon)
land
{T}: add {1} to your mana pool.
{2}, {T}: add {B} or {R} to your mana pool.
you may assemble a contraption if you pay {4} more to cast.
------------------------
steam nevening (uncommon)
{U}
instant
until end of turn, target creature you control can't attack unless defending player controls an island.
you may assemble a contraption if you control a green creature.
------------------------
steam barsher (rare)
{3}{U}
creature ~ human rogue
@ can't be blocked except by walls.
you may assemble a contraption if you control a forest.
{W}: @ gains first strike until end of turn.
(3/4)
------------------------
steam assassin (uncommon)
{W}
creature ~ human soldier
{0}: the next 1 damage that would be dealt to target creature this turn is dealt to target creature instead
(1/1)
steam influence (rare)
{1}
artifact ~ contraption
choose a player that shares a creature type with the exiled card.
putting @ onto the battle field from your hand counts as asembling a contraption. put a 1/1 white soldier creature token onto the battlefield.
whenever @ attacks, if it's on the battlefield, you may exile target nonland permanent.
when @ leaves the battlefield, return the exiled card to the battlefield under their owners' control and enchanted permanent or put onto the battlefield this turn.
------------------------
steam salvage (uncommon)
{5}
artifact ~ contraption
put a 3/3 black zombie creature token onto the battlefield.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam procession (uncommon)
{4}
artifact ~ contraption
@ deals 3 damage to target creature or player. for each player who poisoned he or she does, copy that spell.
putting @ onto the battle field from your hand counts as asembling a contraption. the damage is dealt to @ instead.
------------------------
steam of strength (uncommon)
{4}
artifact ~ contraption
destroy target artifact or enchantment.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam angel (rare)
{6}
artifact creature ~ contraption
flying
{0}: the next 1 damage that would be dealt to @ this turn is dealt to @ instead.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, exile that card instead.
(6/5)
------------------------
steam barrier (rare)
{4}
artifact ~ contraption
you may exile a blue card with converted mana cost X from your hand rather than pay @'s mana cost.
target player discards two cards.
putting @ onto the battle field from your hand counts as asembling a contraption. the scavenge is spent on {X} in your mana pool.
------------------------
steam banner (common)
{3}
artifact ~ contraption
choose two target creatures. for each green creature to its owner's hand. exile @.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam hermit (rare)
{10}
artifact creature ~ contraption
@ can't be blocked as long as you control a swamp.
{1}{B}: regenerate @.
putting @ onto the battle field from your hand counts as asembling a contraption.
(7/7)
------------------------
steam armor (rare)
{5}
artifact ~ contraption
sacrifice @ unless you discard a card.
whenever one or more creatures you control deal damage to an opponent, you may sacrifice two mountains you control.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam of invisibility (rare)
{4}
artifact ~ contraption
exile the top five cards of your library. if it's a land card, you may draw a card.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam station (uncommon)
{4}
artifact ~ contraption
{1}, sacrifice @: uncast target spell unless its controller pays {1}.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steamfand catacombs (rare)
{4}
artifact ~ contraption
attacking creatures get +2/+2 until end of turn.
{R}: @ gains flying until end of turn.
{2}: @ gets +1/+0 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, discard a card.
------------------------
steam sliver (uncommon)
{5}
artifact creature ~ contraption
{3}, sacrifice @: destroy X target mountains.
putting @ onto the battle field from your hand counts as asembling a contraption.
(3/3)
------------------------
steam blade (rare)
{3}
artifact ~ contraption
@ doesn't untap during your untap step.
when @ dies, you may pay {X}. if you do, put a 4/4 blue bird creature token with flying onto the battlefield.
putting @ onto the battle field from your hand counts as asembling a contraption.
------------------------
steam recluse (common)
{3}
artifact creature ~ contraption
{1}: @ gets +1/+1 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption. if you do, @ deals 6 damage to each creature.
(0/3)
------------------------
steam horror (common)
{5}
artifact creature ~ contraption
{2}: @ gets +1/-1 until end of turn.
putting @ onto the battle field from your hand counts as asembling a contraption.
(3/3)
~~~~~~~~
Not quite. I just ran the sampling script myself to confirm it and yes, the network still understands non-creature artifacts. Example output:
|||artifact||equipment|N||{^^}|equip {^^^}\equipped creature gets +&^^/+&^^ and has "{^RR}: this creature gets +&^/+&^ until end of turn."|
|||artifact|||O||{^^}|T: add {^} to your mana pool.\T: regenerate target creature.|
|||artifact|||N||{^^^^}|{^^}, T: target creature gets +&^^/+&^^ until end of turn for each creature you control.|
|||artifact|||O||{^^}|T: add {^} to your mana pool.\T: add {BB} or {GG} to your mana pool. @ deals &^ damage to you.|
|||artifact|||N||{^^^}|whenever a creature enters the battlefield under your control, you may put a % counter on @.\remove three % counters from @: put a &^^/&^^ black zombie creature token onto the battlefield.|
Rather, the network thinks that contraptions are instants/sorceries, or, at the very least, artifacts with instant/sorcery text. Why that is, I have no idea.
EDIT: If you want to generate reasonable contraption-related text, you can phrase things in a way that the network can handle the ambiguity. For example, if you use "whenever you assemble a contraption", then the network has some leeway because it's just a triggered ability that triggers on some mysterious condition. You can get cards like (names mine)...
Factory Guardian
3
Artifact Creature - Construct
Whenever you assemble a Contraption, Factory Guardian gets +1/+1 until end of turn.
2/2
And similarly...
Steamdevil Raiders
2R
Creature - Goblin Warrior (Common)
Steamdevil Raiders attacks each turn if able.
Sacrifice a Contraption: Regenerate Steamdevil Raiders
3/3
Logistics Advisor
1W
Creature - Human Wizard (Uncommon)
Contraptions you control have hexproof.
"These inventions are clever but they won't do us any good if they can't reach their intended target. But I have an idea..."
2/2
Now, none of this gets us closer to understanding just what contraptions are, but we have no problem generating cards that are relevant to contraptions.
I really love this card. Good find! And you're right, I don't think I've seen this effect before. In limited it's unlikely to see too much use, but I could definitely see this in blue mirror matches in constructed play.
Of course... "Counter your Mana Leak with my Thought Swipe. Search my library for a Mana Leak. Pass turn." But at a 4+ CMC, it's unlikely to be used that way.
EDIT: I've found that I'm using the word "uncast" more and more when I talk about counterspells. It's so nice not having that overlap with the word "counter" as in "+1/+1 counter". And it's shorter than "neutralize", which is the go-to alternative, and longer than "annul", but uncast feels more evocative to me.
Well, that wasn't the intended use of that ability, but... I don't see anything wrong with it. I mean, we can change text on a creature card once it's on the field, I don't see why we couldn't do that on the stack. But then again, there may be some rule against it with which I am unfamiliar. Sleight of Mind, for instance, doesn't discriminate on the kind of spell that you target with it, so I am unsure.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
{4}{R}
instant
change the text of target spell or permanent by replacing all instances of one color word with another or one basic land type with it.
------------------------
samite archers (uncommon)
{4}{U}
instant ~ arcane
change the text of target spell in a card type with it gain protection from the color of your choice until end of turn.
------------------------
faerie web (common)
{2}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another or one creature this turn.
------------------------
lust for warge (uncommon)
{2}{W}
instant
change the text of target spell or permanent's controller.
------------------------
decompose (uncommon)
{1}{W}
instant
change the text of target spell or permanent by replacing all instances of one creature type with it.
------------------------
arcbound scales (common)
{3}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word spells this turn.
------------------------
eversilk mage (rare)
{W}
instant
change the text of target creature this turn. they gain haste until end of turn.
------------------------
whisperstorm (common)
{1}{U}
instant
change the text of target soldier source of that turn. they can't be regenerated.
------------------------
cathedral of rath (uncommon)
{R}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn. it's still a land.
when enchanted land dies, return that card to the battlefield under its owner's control.
------------------------
darksteel marsh (common)
{U}
instant
change the text of target spell or permanent by replacing all instances of one creature type of your choice until end of turn.
------------------------
hired touch (common)
{1}{G}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
rithwayer drake (common)
{1}{W}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
deathbringer ramber (uncommon)
{2}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another.
------------------------
gang of erebos (rare)
{5}{R}
instant
change the text of target creature that shares a color with it gain first strike until end of turn. untap those creatures. whenever that creature deals combat damage to a player or planeswalker card from all graveyards, then return the cards in your graveyard to the battlefield. creatures have indestructible. that permanent's controller sacrifices it.
------------------------
capsige savant (rare)
{5}{U}{U}
instant
change the text of target spell or permanent by replacing all instances of one color word with another until end of turn.
------------------------
aethermage banneret (rare)
{2}{B}
instant
change the text of target spell or permanent by replacing all instances of one color word with it.
------------------------
morgois collapse (uncommon)
{2}{R}
instant
change the text of target spell or permanent by replacing all instances of one color word wo target player's combat.
------------------------
How about some polymorphism?
{2}{B}
instant
target creature becomes black until end of turn.
------------------------
slooded snapper (uncommon)
{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
primal caress (uncommon)
{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
call to the aether (uncommon)
{1}{W}
instant
target creature becomes the color of your choice until end of turn.
------------------------
gilt~leaf brawler (common)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
bone of the wiy vift (uncommon)
{R}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
merconic sliver (common)
{2}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
orcish wizard (common)
{2}{U}
instant
target creature becomes black until end of turn.
------------------------
voidmage shaman (rare)
{1}{B}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
wall of reverant (uncommon)
{1}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
ranger of hope (rare)
{1}{U}
instant
target creature becomes an island until end of turn.
draw a card.
------------------------
deathgreatherd (common)
{2}{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
war raptor (common)
{2}{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
barrenton embrace (uncommon)
{B}{B}
instant
target creature becomes black until end of turn. that creature can't be blocked this turn.
------------------------
ferrowsive star (rare)
{3}{U}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
flameborn heir (uncommon)
{B}
instant
target creature becomes an artifact and gains flying until end of turn. scry 3.
------------------------
ravenous vampire (common)
{1}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
word of the masters' panorama (uncommon)
{2}{U}
instant
target creature becomes an artifact until end of turn.
------------------------
forting sky (common)
{2}{B}
instant
target creature becomes the color of your choice until end of turn.
------------------------
samite mastery (common)
{2}{B}
instant
target creature becomes the color of your choice until end of turn.
draw a card.
------------------------
myr onitor (uncommon)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
disanter revelation (common)
{3}{R}
instant
target creature becomes the color of your choice until end of turn.
------------------------
autochsken raiders (common)
{2}{G}
instant ~ arcane
target creature becomes black until end of turn.
fuse
------------------------
corpse dead (common)
{1}{U}
instant
target creature becomes the basic land type of your choice until end of turn.
------------------------
balancing spirit (uncommon)
{R}
instant
target creature becomes an artifact in addition to its other types.
------------------------
minamo's blood (uncommon)
{U}
instant
target creature becomes the color of your choice until end of turn.
------------------------
smoldering angel (common)
{R}
instant
target creature becomes the color of your choice until end of turn. it's still a land.
------------------------
sarshal metallire (common)
{W}
instant
target creature becomes black until end of turn.
------------------------
desperate landfire (common)
{2}{G}
instant
target creature becomes the color of your choice until end of turn.
------------------------
righteous trees (common)
{1}{W}
instant
target creature becomes the color of your choice until end of turn.
------------------------
decree of urborg (common)
{2}{B}
instant
target creature becomes black until end of turn.
draw a card.
------------------------
claws of the malignar (rare)
{2}{W}{W}
instant
target creature becomes the color of your choice until end of turn.
Not fully, no. Most of my analyses involve some degree of handcrafting, like with the graphs I've shown in the past. But I do work with hardcast_sixdrop's input format. Now, hardcast_sixdrop does provide a summarize.py file that gives you some basic summaries of a card dump, and that can be a helpful starting point. Again, that requires his input format.
Speaking of which, with reference to Tiir's interests, I promise I'll look into the activation patterns of the forget gates very soon and make a post about it. We need to see whether the network is really forgetting everything from one card to the next or whether there are some hold overs that influence the subsequent card.
EDIT: I'll also post the script for that at that time, in case anyone wants to replicate my findings.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
and extracted the contents of the memory contents of different cells at different points in time as it read over that text. I couldn't render everything all at once, so I just probed the first 50 cells at each layer.
Here's a graph of what I found:
https://plot.ly/~rmmilewi/1127/contents-of-memory-cells-over-time/
The switch from one card to the next happens around timestep 85, but you can't really see that from the graph, which confirms one of our concerns that there was bleed-over from one card to the next. Now, a few caveats:
* You aren't seeing the initial state, where all of the cells are zeroed out. Sorry about that. Just understand that timestep zero is the state of memory after reading the first character.
*I only grabbed the first 50 cells contents at each layer, not all 512 at each layer, so we don't see the whole picture.
*You can't tell which cells are rising or falling from this graph.
*The first layer of cells continually emit a low frequency hum that probably just echoes recent characters, which is why you see a ton of cells clustered around Y=0. The second and third layer cells do much of the heavy lifting and those are the ones you see bouncing around more vigorously.
*I know for a fact that many cells actually do zero out at the end of cards. For example, one of the "regulator" cells that I identified (see https://plot.ly/~rmmilewi/967/a-sample-of-lstm-cell-activations/ ) returns to zero at the end of each card, as you have seen.
However, it is clear that, even if the information decays rapidly, there is a certain amount of residua from previous cards hanging about in the air. It's not clear whether this is significant enough to actually cause the network to make mistakes in the body text, but it's worth investigating what happens when we zero out the contents of memory at the end of a card. We can do this through a modification of the sampling script. I might try that out tonight and see what effects that has.
EDIT: I should be clear that this phenomenon isn't resulting in any reduplications of cards, or anything of that nature. The concern is that fragmentary memories of previous cards could hypothetically steer the network in the direction of error. Of course, the network is quite capable of making errors on the first card it produces, so I don't know how much of an effect that zeroing out the state will have, but it's worth trying.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
It's legal as far as I can tell, although Overload is a replacement cost, not an additional cost, so you're looking at 4 CMC, AKA totally broken.
Fancy new ui feature! The card generation and image loading is almost parallel, meaning the page will load and start displaying cards as they generate*. This is available for all formats.
*So this works on my home development machine but is slow and unstable on the actual server. I'm going to have to do more testing. My hunch is that the neural net takes longer to warm up on my server and is blocking the websockets, causing them to time out. I am probably going to have to put the neural net behind python's multiprocess module to prevent GIL issues.
Always blows up instantly with "KeyError: 'mode'" for me.
fixed
I will say though that the network, while it has some work that needs doing, is doing a phenomenal job so far at producing Magic cards. The fact of the matter is that the network gets the majority of cards right the majority of the time. We like to point out the weird and interesting stuff that the network generates for rares and mythic rares and how sometimes it creates masterfully constructed cards and how other times it just falls flat on its face. But the task we assigned to the network was to predict the majority of cards correctly, and the majority of cards are designed with limited play in mind, and the network gets "filler" cards right more often than not. Slap a coat of flavor paint on them and you'd be hard-pressed to tell the difference between them and real cards.
Here are a few cards I saw in the dump (names mine):
Unstable Sorcerer
U
Creature - Human Wizard (Uncommon)
1U, T: Copy target instant or sorcery spell you control. It deals damage equal to its converted mana cost to Unstable Sorcerer.
2/2
#This should probably be a 1/1. But I like what it does.
Aegis of Experience
4
Artifact (Rare)
Creatures you control get +1/+1 for each creature you control with a a +1/+1 counter on it.
Unplayable Dryad
2GG
Creature - Dryad (Rare)
Noncreature spells your opponents cast cost 1 less to cast.
Whenever a creature you control becomes the target of a spell or ability, sacrifice it.
4/4
#I didn't think it was possible for the network to make a card so deliberately bad. Like, the first line wasn't enough of a drawback for it, so it decided to add yet another drawback.
Grand Theft
3UR
Sorcery (Rare)
Buyback 3
Search target opponent's library for a creature card with converted mana cost 7 or greater, reveal it, put it into your hand, then shuffle your library.
#The network is convinced that this is a legal action. This is not the first card that has you steal cards from an opponent and put them into your hand or library.
Arkiel, Herald of the End
4BRR
Legendary Creature - Dragon
Flying
Whenever a creature an opponent controls becomes the target of a spell or ability, destroy it.
"I do nothing. It is the arrogance of mere mortals, who think they can escape fate, that undoes them."
5/5
#It's a one-sided Horobi, Death's Wail.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
Change its color to Blue and it looks just like your average Blue creature
Uh, I think I got someone else's cards.
Edit: tried again, it made two but only printed pretty text for the first, then it switched to something else:
|broodstar||creature||ogre|A|&^^^^^^/&^^^^^^|{^^^RR}|trample\when @ enters the battlefield, destroy all creatures an opponent controls and @ deals &^^^^ damage to that creature's controller.\whenever a creature you control ingests one or more cards, @ deals &^^^ damage to that land's controller.|
|silvercrafter||creature||human wizard|O|&^/&^^|{^^UU}|{UU}, T: target creature gets +&^/+&^ until end of turn.|
|well of death silver sliver||creature||sliver|O|&^/&^|{BB^}|all sliver creatures have double strike.|
|serra firecat||creature||centaur warrior|N|&^^^^^^/&^^^^^|{^^^^GG^}|devour &^^^ \when @ enters the battlefield, target opponent reveals his or her hand. you may cast the copy without paying its mana cost. then each player who controls more lands than each other player exiles all cards from his or her hand. that player discards that card.|
|goblin recvaition||enchantment|||A||{WW^^}|{^WW}: the next time would deal damage to you this turn, prevent that damage.|
|peace of flame||sorcery|||A||{RR^^}|@ deals &^^^^^^^^ damage to target creature or player. prevent all damage that would be dealt to that creature this turn. that creature gets +&^^/+&^^ until end of turn.|
|pyroil serpent||creature||serpent|N|&^^^^^/&^^^^^|{^^^UU^^}|defender\{^^^^}, T: search your library for a nonland card with converted mana cost &^^ or less and put it onto the battlefield. exile it. if you do, shuffle your library.|
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
Do you mean weighting the importance of things differently during training? Or during sampling? I think the answer is yes in both cases. Which do you want me to elaborate on?
EDIT: The first involves weighting losses/gradients during training. The other, possibly, would be dynamically altering the temperature when the network generates certain content during sampling, in order to better steer it towards acceptable outcomes.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
You're fine!
I hypothesize that the problem with X costs (as a prime example of the problems we have with the network) is three-fold:
* First, X costs can occur in the mana cost, leading to situations where X doesn't need to be defined in the body text (e.g. Blaze). When the network generates a card with an undefined X cost, it may mistakenly think that it already tied X to the mana cost.
* Second, definitions of X almost always follow commas (e.g. Accelerated Mutation, and commas indicate topic shifts, where the network expects to have some leeway as to what comes next. That is misleading for the network.
* Third, the length of the dependency can be highly variable. Sometimes the distance between X and its definition is short (e.g. Aven Shrine), and sometimes it's longer (e.g. Aura Mutation).
That second and third problems are also related to why the network struggles with kicker costs. There's always some intervening text that, when viewed without regards to the kicker ability, could go in virtually any direction. That creates noise that suggests that the network has more latitude than it actually does.
There are trade-offs here, of course. The network wants to be the best it can at predicting the text of cards. We would like for it to be great at predicting cards with X-costs, but not at the expense of its ability to predict other kinds of cards. X-cost cards are particularly tricky because they represent a minority of cards and because they exhibit context-sensitive dependencies. We want the network to give us the best approximation it can of such cards without overfitting on them and without learning rules that bleed into the majority of cards that do not exhibit their features.
Don't think of it as a dumb mistake, think of it as a calculated sacrifice.
Now, there are ways of making life easier for the network, such as flattening the grammar, boiling things down to the essentials where needed. That's helpful. But we should be clear that for any non-trivial, complex language, there will always be some amount of "garbage" output due to strategic underapproximation (especially since we have such a severe input shortage). This "weakness" arises out of the greatest strength of stochastic models like our RNN, which, I might add, is one of the most powerful and sophisticated models that I have ever encountered.
As we've discussed, there are ways for us to specialize the architecture to better solve our problem. Better training regimes, better input preprocessing, etc. We could also add modules that refine the output, like a grammar checker or a semantics approximator. After all, the secret to good writing is rewriting.
My LinkedIn profile... thing (I have one of those now!).
My research team's webpage.
The mtg-rnn repo and the mtg-encode repo.
I tried it and I can't reproduce what you saw, it is working correctly for me. Give me more input specifics if you changed anything else, it might help.
Bug reports make me happy (well not happy because it means I missed something, but you know what I mean). The printable card feature and the mse set feature is also broken for the moment* ut I am working on that fix now.
*The variables and raw card text is stored in what is called a session. The default behaviour for a session is to store it in an encrypted cookie on your browser. When I changed generation into a javascript/websocket I can read the form settings from the browser session cookie, but I can't write to it like I did with the old method. I'm switching to a serverside session system that will fix this issue.
EDIT: Print now works again.