I should stress, though, that the Debate moderators were a part of the discussion and support the final decision.Quote from Jay13x »The ultimate decision was made by senior staff (Globals and Admins) on the site, which includes me.Quote from Kryptnyt »Was this a decision made by the Debate moderators then?
- Wildfire393
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Member for 19 years, 2 months, and 24 days
Last active Mon, Jan, 8 2024 08:27:42
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Blinking Spirit posted a message on Debate is Closing 05/05/17Posted in: Debate -
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Penniwhistle posted a message on Generating Magic cards using deep, recurrent neural networksAt some point in the coming weeks, I'm going to set up my own network here - but for now, I'm more than capable of doing renders of cards!Posted in: Custom Card Creation
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Talcos posted a message on Generating Magic cards using deep, recurrent neural networksPosted in: Custom Card CreationQuote from Kinje »I feel like this could make a fantastic new game mode, with two players trying to make a deck out of generated cards. Short periods of action, followed by long periods of trying to figure out what a card actually did, all interspersed with maniacal laughter.
Okay, since you asked, I have some new cards for you.
Here are some more samples from one hour into the training process:
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Ekemreress Doetlo
3G
Creature - Nightxolk
Flying
X, T: Target creature or player, if it gets +1/+1 until end of turn.
Beash (You may put a goren creatures this combat.)
As Ekemreress Doetlo enters the battlefield, you may cast it fer exile Ekemreress Doetlo.
Draw a card
Daozfy 1B (Hound by frames a card in put all combat damage you control gains flying as long as you control with houdke until end of turn.)
1/3
Styryyroved Sturtiop
4B
Legendary Creature - Elf
R: Gain lands you control:" Scary a Wall creature cae extep to each non-Herfolk.
0/1
Arnoftuee
UUB
Instant
You may pay 2.
Teres Sarde
1GGB
Instant
Prevent the next end step.
Exile a charge counter on Teres Sarde.
Scold, you quiunt
2
Artifact - Equipment
Horpernt a spell's power is on the battlefield with two +1/+1 counters on it.
Suthas (Whenever Scold, you quiunt becomes a drawed a creature with flying onto the battlefield.)
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And then here are some from 5 hours into the training process:
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Handso
2U
Counter target spell. If you do, put a +1/+1 counter on Handso.
Inaader Cyclion
4B
Creature Creature - Spirit
G, sacrifice a creature: You gain life equal to its converted mana cost 4 or less from your graveyard to your hand.
2/2
Hendtance Ibunder
1UU
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
R: Hendtance Ibunder gets +3/+1 and has protection from red only as a sorcery.
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And finally here are some from 23 hours into the training process:
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Khrat Sellglade
2WW
Creature - Angel
Vigilance
At the beginning of your upkeep, if there are no time counters on it, you may look at the top card of your library until you reveal a creature card from among them, then put that card on the bottom of your library in any order.
3/3
Legan of Echince
7GG
Creature - Treefolk Avatar
Flying
At the beginning of your upkeep, put a +1/+1 counter on target creature.
6/5
Sings of Junay
3RG
Instant - Arcane
Each player sacrifices a land. (Damage dealt by the creature as though it doesn't gain have double strike.)
Otal of Shymong
1BBB
Creature - Drake
Dodaro
Reach
A creature you control gains flying, flying.
6/6
#No idea what Dodaro is, must be a keyword ability.
Pirefila Shield
1B
Creature - Elgren
Haste
When Pirefila Shield leaves the battlefield, sacrifice it and each opponent discards a card.
1/1
Slethward Bestroh
2
Artifact
W: Return target creature card from your graveyard to your hand.
Anaboth Cubblue
3
Artifact
2,T: Target land becomes a 4/4 white Spirit creature with flying until end of turn.
Roon War Medoma
G
Instant
Name a card. You gain 1 life.
Blood Rhast
1G
Creature - Goblin Shaman
3G: Blood Rhast gains "Sacrifice a land: Blood Rhast deals 3 damage to target player."
2/2
Rakile Volan
B
Creature - Human Knight
Whenever Rakile Volan blocks or becomes blocked, you may pay 1B. If you do, you gain 2 life.
1/1
Rilatort Treat
Land
T: Add WUWG to your mana pool.
#The RNN knows lands make mana, so this seems like a perfectly acceptable card to it.
Tingras Illza
R
Creature - Human Wizard
U, T: Target creature you control gets +3/+2 for each eldrue counter on Tingras Illza. Untap Tingras Illza.
1/1
#Lord have mercy this would be a broken card. Fortunately, it has no way of actually generating eldrue counters.
Blancho Ogure
4W
Creature - Spidin Druid
Creatures doesn't untap during your upkeep, if it's tied by creatures it's blocking as long as you do, for each creature with power 2 or less from his or her graveyard, where X is the divight converted mana cost X or less life, where X is the number of Jells on the battlefield tapped.
2/2
#Sometimes, even the fully trained RNN just spits out noise. But it only happens very rarely. -
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Sheldon posted a message on [[Official]] General Discussion of the Official Multiplayer BanlistI recognize that the people who post here are indeed a tiny subset of the format's players. I also recognize that history is made by those who show up. The only way to make your voice heard is to, well, make it heard. We're never likely to give in to the oppression of the vocal minority, and we'd be similarly foolish to ignore those voices. Remember that even when a decision doesn't go the way you might want it to, it doesn't mean what you had to say was summarily dismissed.Posted in: Commander Rules Discussion Forum -
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Phil posted a message on Group hug sucks.In this thread im going to break down why group hug is the worst deck in edh and why you should never build it and why if you have one already built you should burn it.Posted in: Commander (EDH)
1) you just made everyone's deck irrelevant Casting a turn 3 tempting wurm basically just turned the game into a game of poker. Who ever decided to keep a huge finisher auto wins. This eliminates any type of strategy or thought. Just windmill slam down the best **** in your hand and hope nobody has better. Actually, it's not like poker. It's UNO. My card is better! I win! Thanks.
2) ramp already has enough help... But thanks for giving them more land and more card draw sweet! All my lands tap for tripple mana and I draw 17 cards a turn!? Glad I'm playing green. Suck it mono white guy!
3)politics? Ha there's no point in a game with a group hug deck. When you're being handed free stuff for free all day, why make deals, alliances, or threats? It's all useless when you have 70 mana and 80 cards in your hand.
4) thanks for he hippo, but it's not going to block the 300 40/40 tokens you helped the other guy make this is my biggest issue with group hug. The deck lets the game slide out of countrol in one players favor, then have no way to equalize it.
"Oh gee, sorry. Lol hippos!" isn't a game strategy. It's you being a griefer for no reason what so ever. - To post a comment, please login or register a new account.
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They're alright. I'm not sure WW for an in-combat flash Anthem makes the cut. W for an anthem post-combat when you've attacked with three dudes is considerably better.
Pro instants and sorceries does not seem particularly red. I'm also not sure if it counts as a six drop if you're regularly going to be casting it for ~4-5. That search ability seems pretty absurd and also not particularly red.
I like the design of the card, it feels overall fairly balanced. Note that Flashfires is already a card.
Seems very good. Probably would have to be a 2/3.
Needs to be "target permanent card" and not just target permanent. I think this probably does a little too much overall for the cost. The artifact/enchantment clause seems weird as green rarely cares about those things.
I think XX is a bit too punishing. I feel like I'd rarely do it for more than 1 because the cost would be too prohibitive.
I think 1GG for a 3/3 that fights on ETB is probably a little too good to see print, and this also adds a bunch of other stuff.
I think this probably needs to be two separate triggred abilities, which probably also makes this a touch too complex. Very interesting design though.
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New rules should not change how this works, given that you can already recreate this scenario with Strionic Resonator. There's no reason WotC would have to change how doubling up an ETB with a linked trigger works.
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1) Having cards that are not in your deck in your deckbox can be construed as an attempt to cheat and can earn you penalties up to and including disqualification. Make sure that if you are using actual cards as tokens, they are stored in a separate area.
2) Make sure that the card is extremely clearly not part of your deck (i.e. put it in a different sleeve and make significant sharpie alterations to it) so that it does not get shuffled into your library at the end of the game, because again this can earn you a penalty if your deck ends up different from what it started as.
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3U used to draw you two card at instant speed. That's gotten pushed a bit, with Glimmer of Genius. I think this is probably too much like Foresee but at instant speed which probably means it needs to cost more than 2UU. I think Scry 3 draw 2 for 2UU would be fine, or Scry 2 Draw 2, then upkeep scry 1, though I don't like the memory issues of the latter.
Interesting, it's a split Silence and Stave Off. You can usually get a slight bonus attached to Stave at one mana (see Emerge Unscathed, Blessed Breath, Gods' Willing) so that's probably fine, especially as Silence isn't a great card in Cube. But I'm not sure this actually makes the cut in Cube unless you've got like a STRONG Storm theme in need of maindeckable counters.
This seems wacky and weird. Some thoughts
You can just say "aura", as all auras are enchantments
This does a lot, but I'm not sure it's actually good enough for Cube because there are so few playable Auras.
I'm not sure why this has flash? I mean, I guess you can flash it in in response to a removal spell on a guy you're trying to enchant?
You don't need to specify "aura you own" as other player's cards can never go to your graveyard. You also need to either drop "instead" (as this is currently worded as a trigger and not a replacement effect) or change it to "If an aura you control would go to the graveyard from the battlefield". But given that it asks for a cost to be paid, it's better to leave it as a trigger IMO.
This also does a lot of things. The combination of Scry and Draw feels very unwhite.
I don't think this needs to be hexproof and indestructible as there's not a ton of aura removal that isn't just killing the dude it's on, and the dude's already hexproof.
Referencing the stack is pretty verboten. Why not just give this the Darksteel Colossus clause and shuffle in from anywhere?
I get what you're trying to do here, but this is seriously making my brain hurt. The wording is extremely awkward and I could never see them printing this as-is. The best way I can think to word this to maybe almost work would be:
"Choose two target creatures controlled by target player. Exile them. For each creature that was not exiled this way, that player loses 5 life". Throwing in a third target means this doesn't fizzle if both creatures are sac'd, and as long as we're talking 1v1 Cube the functionality remains.
We've also got word soup going on here. Four keywords is a LOT for a four mana dude with six points of stats, especially when several of those keywords are extremely high value like doublestrike and haste. It's also got a pseudo Exalted thing going on, which doesn't seem to make a lot of sense?
Also the death trigger can probably just be simplified to when it dies, target player's lands don't untap next turn. Or just drop this, WotC seems to have decided that red getting land freeze isn't really working out which is why we haven't seen it since Amonkhet.
I feel like this could probably lose Doublestrike and the "half" part of its attack trigger, just make it get +1/+0 for each other creature you control when it attacks alone. Though the whole attacking alone thing doesn't feel very Red either. I dunno, this card just seems like a mess, honestly.
This is an interesting mix of abilities. It's a removal blanker meets a combat trick meets a Savage Summoning. I feel like the middle mode is fairly redundant with the top mode, since the top mode is already a fairly effective combat trick? Two modes on this seems less wordy than three as well (since this isn't framed as a Charm). Maybe just make the first and third modes kind of mirrored and buff the first a little?
Choose one -
* Untap target creature you control and put a +1/+1 counter on it. It gains hexproof and indestructible until end of turn
* The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it and has hexproof and indestructible until end of turn.
So I think you pinpointed your own problem here. An ETB 1/1 looter is already slightly pushed for 1 mana given that it's stronger than Hapless Researcher, and Vodalian Merchant is a 1/2 ETB looter for 2 mana.
Catalog is already a 3 mana spell. It's an instant, not a sorcery, but stapling it to a bear is a LOT of value. A cantripping bear with a drawback costs 3 (Phyrexian Rager) and a straight cantripping bear is 4 (Nimble Innovator). This mode is already stronger than straight cantripping since you're drawing two and discarding one, which is about a Two mana Effect.
Sift is 4 mana as a sorcery, meaning a single mana over that you're getting a 3/3.
And the flexibility of all of these modes in one is just too good.
Honestly, just:
Dude U
Creature
Multikicker 1U
Draw a card, plus an additional card for each time Dude was kicked, then discard a card for each card drawn this way
1/1
is already pushed and probably very good.
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I'm definitely going to be in the next iteration of MTGS, I'm one of the admins who's been running the place for years.
Wanderer definitely feels more reasonable with the creaturing until EOT. Seems weird that there's different durations on that and the burn protection, though.
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The announcement for the new site will definitely include much of this information when it comes.
The intent is for the new site to use most if not all of our current custom tags, but again check the announcement when it hits for full information. We are working as hard as we can to get everything set up in time and the exact list of features that will make it into the launch are not set in stone yet.
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We (the senior staff) are working on a new community to take MTGS's place. Stay tuned as we get closer to closure.
We have received numerous offers of financial support, and we are exceptionally grateful. Fortunately, that is not a limiting factor at this time. The biggest thing we will need is people who are willing to contribute content (Primers, articles, etc) for the new site when it opens.
Look for another mainpage article and announcement here.
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No plans to require social media logins.
We will definitely have a deck-building focus. I strongly agree that Reddit does not handle deck discussion well.
Most of the current staff is involved in the effort to build a replacement, so you should be happy with the result. The owners are leaving, but the staff that has been involved in all of the day-to-day is remaining.
Believe me when I say that we have explored the available options and that this is not possible.
As above, we have explored our available options and that is not a possibility. We already have a solution in place, it is just a matter of getting things ironed out before MTGS closes.
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