Demonic Tutor

Magic: the Gathering in the UK

So part of the fun of formats is working out what is good and going through that learning curve.  Once you know everything it's less interesting.

One really good way to have things be unknown is to have new cards.  But that means someone has to invent them, or a new set has to be released.

Unless ... you play Chaos Badger!

I wrote a program that generates random cards by semi-intelligently "colliding" two existing cards.

Examples:

Raging Choker
1R
Creature Artifact - Cat
Haste

At the beginning of your end step, target opponent gains control of Raging Choker and puts a charge counter on it.
At the beginning of your upkeep, Raging Choker deals damage to you equal to the number of charge counters on it.
{3}: Put a charge counter on Raging Choker or remove one from it.
2/2

Darksteel Cohort
4G
Artifact Creature - Golem Treefolk Warrior
Flash
Vigilance
Darksteel Cohort is indestructible.

Darksteel Cohort gets +1/+1 as long as you control another green creature.
3/4

Linessa, Badger
2UG
Legendary Creature - Human Wizard Badger
{X}{U}{U}, {T}: Return target creature with converted mana cost X to its owner's hand.
Grandeur — Discard another card named Linessa, Badger: Target player returns a creature he or she controls to its owner's hand, then repeats this process for an artifact, an enchantment, and a land.

Whenever Linessa, Badger blocks, it gets +2/+2 until end of turn.
3/2

Living Mimic
3BU
Instant

As an additional cost to cast Living Mimic, sacrifice a creature.

Each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield.

Search your library for a card with the same name as target nontoken creature and put that card onto the battlefield. Then shuffle your library.

War Wurm
5RGW
Enchantment Creature - Wurm
{X}{R}: This turn, creatures can't block unless their controller pays {X} for each blocking creature he or she controls.

Whenever War Wurm attacks, destroy all other creatures.
7/7

Toxic Gardener
4BR
Creature - Zombie Goblin
Infect
{B}: Regenerate Toxic Gardener.

When Toxic Gardener dies, destroy target land.
4/1

Darigaaz's Slime
3G
Artifact Creature - Golem Ooze
{1}, Sacrifice Darigaaz's Slime: Add {B}{R}{G} to your mana pool.

Flash
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
3/2

Awesome!

Chaos Badger cube coming soon ...

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en route

I think we can call that an unqualified success. Good Chaos Badgering folks. Tyrranize Squirrel was my card of the day. 14 damage in one card with bonus squirrels!
Supremely awesome although my deck was a *tad* too ambitious.

Try again soon?!

I played your deck a bit Amar, when the mana came together it was extremely synergistic and strong, way more powerful than my solid 3 colour deck with fixers, but way more erratic too.

Definitely some cards that are too good, Gruul Replication being the obvious candidate, and some that are just miserable, but I think having that disparity is actually good, makes it feel more like a limited format. The only change I might suggest is ensuring there are a few more land/land mashups that might enable a little more colour fixing. Once you lock in to your shard early on in the draft it can often be pretty rote after that, only even looking at cards in your colours, because stretching for that 4th colour to splash is really hard.

Amar Dattani said:

Supremely awesome although my deck was a *tad* too ambitious.

Try again soon?!
If I'd have done the draft again I'd have stuck to esper mill/reanimate.

The red was great but it made the deck too unstable.

Having more fixers would def be awesome.

To fully abuse the format it may be fun to make all the lands rainbow - just do we can all draft the wackiest decks possible and have cast ridonkulous spells.

I would suggest cutting the cards that are just crazy broken, there are a couple of 1 card combo's for instance, also some of the spells just don't work at all.  We need to add some fixing but I would suggest adding them to the actual set and getting people to draft them, Tom maybe you can do a series of double lands (quite litrally melding 2 lands from magics past, I want sorrows path + something else), otherwise it's a case of picking the best card in every pack if we just count every land as a rainbow land

I think the plan is to jam together a cube instead of all cards from the history of Magic.  That should up the amount of good fixing.

From (literally, with no editing) the first four cards generated this way I think we might be on to a winning strategy:

Void Vindicate 1BRBW
Sorcery
Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number.<br />
Destroy target permanent.<br />

Maelstrom Firespout BGGR
Sorcery
Destroy target nonland permanent and all other permanents with the same name as that permanent.<br />
Maelstrom Firespout deals 3 damage to each creature without flying if {R} was spent to cast Maelstrom Firespout and 3 damage to each creature with flying if {G} was spent to cast it. (Do both if {R}{G} was spent.)<br />

Cruel Skybreaker 2BRURU
Sorcery
Target opponent sacrifices a creature, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.<br />
Put a 5/5 blue and red Elemental creature token with flying onto the battlefield.<br />
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)<br />

Venser, Innistrad 1UWBW
Planeswalker — Venser Sorin
+2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.<br />
-1: Creatures are unblockable this turn.<br />
-8: You get an emblem with "Whenever you cast a spell, exile target permanent."<br />
+1: Put a 1/1 black Vampire creature token with lifelink onto the battlefield.<br />
-2: You get an emblem with "Creatures you control get +1/+0."<br />
-6: Destroy up to three target creatures and/or other planeswalkers. Return each card put into a graveyard this way to the battlefield under your control.<br />
Staring Loyalty: 5<br />

Because, you know, Cruel Ultimatum and a 5/5 with Retrace.

All those cards are awesome (apart form the really horrible templating of the Permanent/Spell cards - though that could easily be fixed with some editing). When are you going to make the program available to the general public, Baker? Or will doing so ruin your plans to start a business selling premade Chaos Badger cubes?

ahhhhhhh double plainswalker crazyness, if we do this there will be even less chance of creatures ever winning a game of chaos badger cube

Holy shit ...

Consecrated Wrath 6UW
Legendary Creature — Sphinx Angel
Flying
Whenever an opponent draws a card, you may draw two cards.
Flying, first strike, vigilance, trample, haste, protection from black and from red
4/6

Æther Legionnaire 1UW
Artifact Creature — Human Soldier Wizard
When Æther Legionnaire enters the battlefield, return target creature to its owner's hand.
First strike
2/1

Dungeon Angel 3UW
Creature — Spirit Angel
When Dungeon Angel enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Angel.
Flying, first strike, lifelink, protection from Demons and from Dragons
3/5

Enclave Splicer 1UW
Creature — Merfolk Human Wizard Artificer
Level up {1}{U} ({1}{U}: Put a level counter on this. Level up only as a sorcery.)<br />
LEVEL 1-2<br />
0/1<br />
{T}: Draw a card, then discard a card.<br />
LEVEL 3+<br />
0/1<br />
{T}: Draw a card.<br />
When Enclave Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield.<br />
Golem creatures you control have first strike.<br />
0/1

Glen Eight-and-a-Half-Tails 2UW
Legendary Creature — Faerie Fox Wizard Cleric
Flying<br />
{U}, Sacrifice Glen Eight-and-a-Half-Tails: Counter target noncreature spell.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
{1}{W}: Target permanent you control gains protection from white until end of turn.
{1}: Target spell or permanent becomes white until end of turn.
2/2

Kira, Angel 2UW
Legendary Creature — Spirit Angel
Flying<br />
Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time in a turn, counter that spell or ability."
Landfall — Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield.
2/3

Man-o'-War Hunter 1UW
Creature — Jellyfish Human Cleric
When Man-o'-War Hunter enters the battlefield, return target creature to its owner's hand.
When Man-o'-War Hunter enters the battlefield, you may exile another target creature.
When Man-o'-War Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
2/3

Wooded Maniac
Creature Land — Goblin Warrior
{T}, Pay 1 life, Sacrifice Wooded Maniac: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library.<br />
Wooded Maniac attacks each turn if able.<br />
2/1

Inquisition Peace BG
Instant
Target player reveals his or her hand. You choose a nonland card from it with converted mana cost 3 or less. That player discards that card.
Prevent all combat damage that would be dealt this turn.
Flashback {2}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Wall Pup GR
Creature — Plant Hound Wall
Defender<br />
When Wall Pup enters the battlefield, draw a card.<br />
Whenever Wall Pup is dealt damage, it deals that much damage to you.<br />
0/1

Overrun Tutor 3GB
Instant
Creatures you control get +3/+3 and gain trample until end of turn.<br />
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.<br />

Badlands Bomb
Artifact Land — Swamp Mountain
{T}: Put a charge counter on Badlands Bomb.
{T}, Sacrifice Badlands Bomb: Destroy each nonland permanent with converted mana cost equal to the number of charge counters on Badlands Bomb.

Coalition Trest 1GU
Legendary Artifact Creature — Elf Rogue
{T}: Add one mana of any color to your mana pool.
{T}: Put a charge counter on Coalition Trest.
At the beginning of your precombat main phase, remove all charge counters from Coalition Trest. Add one mana of any color to your mana pool for each charge counter removed this way.
Whenever a creature deals combat damage to one of your opponents, its controller may draw a card.
2/2

And finally (for now):

Bloodbraid Stupor 1GRB
Sorcery Creature — Elf Berserker
Target opponent discards a card at random, then discards a card.
Haste
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
3/2

That's value my friends.

Pretty sure this is a winner ...

Man-o'-War Hunter is probably almost as ridiculous than Bloodbraid Stupor.

Bounce itself, kill their guy.

Now if you hit it off the cascade.....

 

my fav is wall pup he is just to much Spice

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