I noticed that the network, now more fully trained, could generate meaningful, novel cards. However, it also had a knack for generating profoundly useless cards. Here are a few snippets from the output:
* When $THIS enters the battlefield, each creature you control loses trample until end of turn.
Not a bonus, but plenty of creatures have slightly negative effects if they cost less to summon than their positive traits might suggest.
True, but having your own creatures lose trample is unusual as a drawback to a card, it's a very very situational penalty.
* Whenever another creature enters the battlefield, you may tap two untapped Mountains you control.
Weird, but if you're prevented from tapping mana sources for some reason...
Due to a combination of how the stack works, and the majority of mana sources having the timing priority it's pretty much impossible to prevent a player from tapping a mana source for mana. The best you can really do is force the timing of it so that it's not useful for your opponent to tap a source for mana, for example if you use a spell or effect that would cause an opponent's land to be tapped, they can always tap it to add it's mana to their mana pool before the effect that causes it to be tapped resolves. Now whether that mana is usable before it drains away at the end of a phase is up for debate, but you can't really be prevented from tapping for mana. Again the above card text falls into the category of 'this could be legal on a card but it's a weird card'
* 3, : Add 2 to your mana pool.
Useful if you're tricked into a large mana-burn situation. It effectively reduces all mana-burn down to 1.
Mana burn was removed in the 2010 rules update. So again this is a rather strange ability
* Legendary creatures can't attack unless its controller pays 2 for each Zombie you control.
Oddly specific, but not useless.
Agreed, still kind of a weird ability though.