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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It just happened :)

I am picking and choosing which ones to post here though!

dusk scuttler looks strong to me - everyone likes 2/3 flyers

This is great Tom. 

However, by simply adding cards together and mashing their mana costs isn't the cube going to end up with a high curve?  Could the system be clever enough to deduct one card from another.  i.e. reverse the effect of Ponder and add it as a detrimental effect to Talon Trooper? 

Ponderless Talon Trooper 1W

Flying 2/3

When ~ comes into play put a card from your hand on top of your library.

Reversing the effect of a card is going to be pretty tough programatically of course!

I like your idea Ben but it sounds hard and I am pragmatic :)

Not all the cards work.  And some of them, while funny, are unplayable:

Bonded Thraximundar

4UUBR

Defender, haste

{T}: Draw a card, then discard a card.

Whenever Bonded Thraximundar attacks, defending player sacrifices a creature.

Whenever a player sacrifices a creature, you may put a +1/+1 counter on Bonded Thraximundar.

0/6

So I think we get the right curve the same way we get the right cards in general - only picking about 1 in 10 of the generated cards to actually proxy up.

What I really need is some sensible way to combine Creatures with Equipment and Auras.  But maybe I just have to disallow those combinations in the genesis stage.  I also need a way to reconcile land with a mana cost (because giving all the land creatures 0 mana cost would make them broken).

There will have to be a lot of manafixing.  Luckily there is a good amount generated at random!

Legacy's Rangers
1UG
Enchantment Creature - Elf
At the beginning of your upkeep, you may put a treasure counter on Legacy's Rangers.
Sacrifice Legacy's Rangers: Gain control of target creature with power less than or equal to the number of treasure counters on Legacy's Rangers. (This effect lasts indefinitely.)
Legacy's Rangers can't be blocked except by creatures with flying.
2/2

Hymn to Manabarbs
2RB
Enchantment Sorcery
Target player discards two cards at random.
Whenever a player taps a land for mana, Hymn to Manabarbs deals 1 damage to that player.

Wall Monk
RW
Creature - Wall Human Monk
Defender (This creature can't attack.)
Wall Monk can't be blocked by creatures with power 2 or greater.
4/1

Creatures With Equipment = Living Weapon?

Creatures with Auras = Haunt?

Just remove the type and give the creature the ability as though it was permanently equipped/enchanted?

love wall monk :D

there is far to much thought going on I suggest just getting a load done and busting them out there will obv be crazy stuff (both good and bad) would be proper fun

I agree. Just make loads at random and sealed/draft/type 4 it up!

Creatures with auras could be just Auras which add the creatures stats/ability to the auras effect.


Ben Titmarsh said:

Creatures With Equipment = Living Weapon?

Creatures with Auras = Haunt?

Creatures with Aura = Licids!

Wizards have already done these :-)

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