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  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from croxis »
    Website is updated!

    I keep getting gateway timeouts. Keep trying and hope for the best?
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Quote from Talcos »
    EDIT(2): This was also part of the reason why I said that I was willing to pay for the lands and sleeves myself, haha. I didn't want someone else to have to bear that cost and me not fulfill my end of the bargain. But I promise you that you'll have a set worthy of drafting, one way or another.

    Oh, I must have missed your saying that, haha. You want to buy me the printer ink when I run off a few hundred cards? XD

    In any case, I'm eager, but there's not an actual hurry. I guess I'm just wary of perfect being the enemy of the good, heh.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I ordered several hundred basic lands and card sleeves for proxying, so I'm committed to this draft thing at least monetarily, hah.

    What are the current barriers to set generation? The discussion of skeletons and whatnot seems to have died off over the last week or so.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    I'm one of those folks mostly in the moral support camp (I don't think my workmanlike Javascript skill will be of much use with these highly sophisticated Lua etc. programs), but I am laying the groundwork to run a draft with some of my locals once a playable set is generated! So when somebody gets to that point, a guide on how many to print of each card would be of use to me.
    Posted in: Custom Card Creation
  • posted a message on Generating Magic cards using deep, recurrent neural networks
    Kudos to all you folks laying the groundwork for such an entertaining and fascinating diversion! Following the resources and instructions from this thread, I was able to get a successful run on the first try. Not much in there is very exciting, but I ran most steps with defaults, so it's a good start!

    Screamfire Crusher
    2G
    Creature ~ Treefolk Shaman
    Flash
    Flying
    Vigilance
    (2/3)
    # The very first card in my test output! Not very green in style, and undercosted, but legit!

    Chile of Rendwood
    1G
    Sorcery
    Starting with you, each player puts a +1/+1 counter on Chile of Rendwood.

    # If it were "on a creature of their choice," it'd be a cute multiplayer card.

    Magiswing Blizzarge
    1UB
    Creature ~ Werewolf
    At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, Magiswing Blizzarge gets +3/+1 and has lifelink.
    (2/3)

    # Needs the "until end of turn" bit and a reveal; otherwise pretty sweet.

    Frural Champion
    3
    Artifact
    Whenever a Gruf creature you control dies, put two +1/+1 counters on it.

    # Like coins for the ferryman?

    Fangelkor Deade
    1BR
    Legendary Creature ~ Human Warrior
    Whenever Fangelkor Deade deals combat damage to a creature, destroy that creature at end of combat.
    Morbion 1
    (5/1)

    # A mysterious keyword named after a League of Legends player (according to a quick Google).

    But those of course are the cherry-picked coherent ones. More looked like this:

    Nipher Craw Unicorn
    1U
    Creature ~ Merfolk Wizard
    Bestow G
    Sastivatier creatures of the cards he or she owns exiled with Nipher Craw Unicorn.
    When Nipher Craw Unicorn dies, put a 1/1 colorless pestront ~ speath 2R
    When Nipher Craw Unicorn enters the battlefield, Nipher Craw Unicorn deals 2 damage to target player. If you control a forest, sacrifice Nipher Craw Unicorn.
    (1/3)

    EDIT: What's considered a good (or at least acceptable) training loss value? It'd make tuning my parameters easier if I can abort upon seeing too high a loss.
    Posted in: Custom Card Creation
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