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Formal Request Thread

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Re: Formal Request Thread

Postby Master Necro » 07 Jul 2013, 15:33

I have another problem with the Goblin Bomb , it doesn't remove a counter when I loose a flip, could someone please check the code when I loose I put:

Code: Select all
<RESOLUTION_TIME_ACTION>
    if EffectController():GetFlipResult() == COIN_FLIP_LOOSE then
       EffectSource():AddCounters( MTG():GetCountersType("Quest"), -1)
    end
    </RESOLUTION_TIME_ACTION>
And also could anyone please check my Krenko code it doesn't seem to work..:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="8">
  <FILENAME text="KRENKO_MOB_BOSS_253712" />
  <CARDNAME text="KRENKO_MOB_BOSS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="253712" />
  <ARTID value="A253712" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{2}{R}{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Goblin" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="3" />
  <TOUGHNESS value="3" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local num_goblins = 0
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOBLIN )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    local total = filter:Count()
    if total &gt; 0 then
       num_goblins = math.floor(total 1)
       MTG():PutTokensOntoBattlefield( "TOKEN_GOBLIN_1_1_R_177701", num_goblins, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_GOBLIN_1_1_R_177701" />
  <SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby RiiakShiNal » 07 Jul 2013, 15:47

Master Necro wrote:I have another problem with the Goblin Bomb , it doesn't remove a counter when I loose a flip, could someone please check the code when I loose I put:
Try (extra O in LOSE, use RemoveCounters instead of AddCounters):
Code: Select all
<RESOLUTION_TIME_ACTION>
    if EffectController():GetFlipResult() == COIN_FLIP_LOSE then
       EffectSource():RemoveCounters( MTG():GetCountersType("Quest"), 1)
    end
    </RESOLUTION_TIME_ACTION>
Master Necro wrote:And also could anyone please check my Krenko code it doesn't seem to work..:
Try this (your code slightly modified):
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="8">
  <FILENAME text="KRENKO_MOB_BOSS_253712" />
  <CARDNAME text="KRENKO_MOB_BOSS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Krenko, Mob Boss]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="253712" />
  <ARTID value="A253712" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{2}{R}{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA['He displays a perverse charisma fueled by avarice. Highly dangerous. Recommend civil sanctions.'
—Agmand Sarv, Azorius hussar]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Goblin" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="3" />
  <TOUGHNESS value="3" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T} : Put X 1/1 red Goblin creature tokens onto the battlefield, where X is the number of Goblins you control.]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_GOBLIN )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    local total = filter:Count()
    if total &gt; 0 then
       MTG():PutTokensOntoBattlefield( "TOKEN_GOBLIN_1_1_R_177701", total, EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="TOKEN_GOBLIN_1_1_R_177701" />
  <SFX text="COMBAT_CHOP_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_CHOP_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="900" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby thefiremind » 07 Jul 2013, 15:58

I think I found a short, clean and correct way to code "prevent the next N damage" effects. I made the code for players, but it can easily be adapted for creatures.

This part starts the prevention (it needs to be inside the ability that prevents the next damage). The variables player_to_protect and amount_to_prevent are placeholders, of course. I used register #2 for the chest only for coherence with the delayed trigger, there's no particular reason pertaining to how the code works.
Code: Select all
    <RESOLUTION_TIME_ACTION>
    local delayDC = EffectDC():Make_Chest(2)
    delayDC:Set_PlayerPtr(0, player_to_protect)
    delayDC:Set_Int(1, amount_to_prevent)
    MTG():CreateDelayedTrigger(1, delayDC)
    </RESOLUTION_TIME_ACTION>
This is the delayed trigger:
Code: Select all
  <TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
    <CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
    <TRIGGER value="PLAYER_TAKES_DAMAGE" pre_trigger="1" damage_type="all">
    return TriggerPlayer() == EffectDC():Get_PlayerPtr(0) and EffectDC():Get_Int(1) &gt; 0
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local damage = Damage():GetAmount()
    local to_prevent = EffectDC():Get_Int(1)
    if to_prevent &gt;= damage then
       Damage():PreventAll()
       if to_prevent &gt; damage then
          local delayDC = EffectDC():Make_Chest(2)
          delayDC:Set_PlayerPtr( 0, TriggerPlayer() )
          delayDC:Set_Int(1, to_prevent - damage)
          MTG():CreateDelayedTrigger(1, delayDC)
       end
    else
       Damage():PreventAmount(to_prevent)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
When the delayed trigger is called, there are 3 possible scenarios:
  1. Damage to prevent = damage dealt: the damage is prevented entirely and nothing else happens.
  2. Damage to prevent > damage dealt: the damage is prevented entirely, and another delayed trigger is created with the remaining prevention.
  3. Damage to prevent < damage dealt: only a part of the damage is prevented, and nothing else happens.
I don't know if the AI will understand an activated ability that prevents damage this way, but I tested it on myself and at least the code works. :)

EDIT: What I haven't tested is if more activations without any trigger in between are cumulative (according to the rules, they should be).
Last edited by thefiremind on 08 Jul 2013, 14:19, edited 1 time in total.
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Re: Formal Request Thread

Postby RiiakShiNal » 07 Jul 2013, 16:44

I can also confirm that <PRODUCES amount="{UB}" /> does not work properly (only provides {B} which matches what kevlahnota said about only using the last letter of the code in curly brackets). So for now I'll stick with my token code that is working.
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Re: Formal Request Thread

Postby Scion of Darkness » 07 Jul 2013, 18:10

Please can someone help me with soulboud? Thanks
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Re: Formal Request Thread

Postby gorem2k » 07 Jul 2013, 20:28

thefiremind wrote:I "inverted" the code from Sengir Vampire and I think I got something good. I'm not familiar with FILTER_CONDITION blocks yet, so I might have made mistakes, but try this:
code | Open
Code: Select all
  <TRIGGERED_ABILITY>
    -- Localised text omitted
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    EffectDC():Protect_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)
    return true
    </TRIGGER>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add( FE_LUA_CONDITION, 1, EffectController(), EffectDC() )
    </FILTER>
    <FILTER_CONDITION id="1">
    local creature = FilteredCard()
    if creature ~= nil then
       local interrogation = MTG():ClearInterrogationQuery()
       interrogation:SetObject(creature)
       interrogation:SetSecondaryObject( EffectSource() )
       if interrogation:Test(INTERROGATE_DAMAGE_DEALT, INTERROGATE_THIS_TURN) then
          return true
       end
    end
    return false
    </FILTER_CONDITION>
    <CONTINUOUS_ACTION layer="7B" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Set(0)
       characteristics:Toughness_Set(2)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return FilteredCard() == nil
    </DURATION>
  </TRIGGERED_ABILITY>
Won't work. feel free to set this one aside and do more important things, I don't think this old hag vintage card's worth the effort.
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Re: Formal Request Thread

Postby thefiremind » 07 Jul 2013, 20:38

I'm afraid it's because the interrogations aren't preserved when the card changes zone. If I'm right, there's a way to fix the problem, but the ability will become really complicated. I'll see what I can do.
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Re: Formal Request Thread

Postby drleg3nd » 07 Jul 2013, 23:56

is extort available ?
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Re: Formal Request Thread

Postby thefiremind » 08 Jul 2013, 00:05

drleg3nd wrote:is extort available ?
This is my "freedom" version of Extort, meaning that you are free to choose if you want to pay with {W} or {B} (I don't think you can use CTRL for costs like this, but I'm not sure). CARD_QUERY_OPTION_PAY_W and CARD_QUERY_OPTION_PAY_B need to be localised in TEXT_PERMANENT.
Extort, "freedom" version | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Extort]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Extorsion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Extorsionar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Abnötigen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Estorsione]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[強請]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[착취]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вымогательство]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Extorquir]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol" />
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil then
       controller:BeginNewMultipleChoice()
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_W", controller:CanPayManaCost("{W}") )
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_B", controller:CanPayManaCost("{B}") )
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )
       controller:AskMultipleChoiceQuestion( "OPTIONAL_ABILITY_QUESTION", Object() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil then
       local decision = controller:GetMultipleChoiceResult()
       if decision ~= 2 then
          if decision == 0 then
             controller:PayManaCost("{W}")
          elseif decision == 1 then
             controller:PayManaCost("{B}")
          end
          local lifeloss = 0
          local myTeam = controller:GetTeam()
          for i=0,MTG():GetNumberOfPlayers()-1 do
             local nthPlayer = MTG():GetNthPlayer(i)
             if nthPlayer ~= nil and nthPlayer:GetTeam() ~= myTeam then
                currentPlayer:LoseLife(1)
                lifeloss = lifeloss + 1
             end
          end
          controller:GainLife(lifeloss)
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby damienx45 » 08 Jul 2013, 03:28

i would like to request these cards:

1.Drana kalistria Bloodchief

2.Butcher of Malakir

3.Royal Assassin

4.Blood Cultist

5.magus of the abyss

6.Nirkana Cutthroat

7.Olivia Voldaren
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Re: Formal Request Thread

Postby Vervandi » 08 Jul 2013, 04:11

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Re: Formal Request Thread

Postby Xander9009 » 08 Jul 2013, 05:03

I've tested them all now and they all seem to work fine (Nirkana has a note).

Butcher of Malakir - Tested
| Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BUTCHER_OF_MALAKIR_909368501" />
  <CARDNAME text="BUTCHER_OF_MALAKIR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[マラキールの解体者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Butcher of Malakir]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909368501" />
  <ARTID value="909368501" />
  <ARTIST name="Jason Chan" />
  <CASTING_COST cost="{5}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼の判決は常に有罪だ。彼の量刑は常に死刑だ。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[His verdict is always guilty. His sentence is always death.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Vampire" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="DDK" />
  <RARITY metaname="R" />
  <POWER value="5" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Macellaio di Malakir o un’altra creatura che controlli muore, ogni avversario sacrifica una creatura.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="objectyoucontrol" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
    </TRIGGER>
    <RESOLUTION_TIME_ACTION repeating="1">
    local n = MTG():GetActionRepCount()               
    local num_players = MTG():GetNumberOfPlayers()
       
    if (n &lt; num_players) then
       local player = MTG():GetNthPlayer(n)
       
       if player:GetTeam() ~= EffectController():GetTeam() then
          local filter = ClearFilter()
          filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
          filter:Add( FE_CONTROLLER, OP_IS, player )
          player:ChooseItem( "CHOOSE_A_CREATURE_TO_SACRIFICE", EffectDC():Make_Targets(n) )
       end
          return true
    else
       
       for i=0,(num_players-1) do
          local player = MTG():GetNthPlayer(i)
          if player:GetTeam() ~= EffectController():GetTeam() then
             local creature = EffectDC():Get_Targets(i):Get_CardPtr(0)
             if creature ~= nil then
                MTG():GetNthPlayer(i):Sacrifice( creature )
             end
          end
       end
       return false
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Royal Assassin - Tested
| Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ROYAL_ASSASSIN_909236464" />
  <CARDNAME text="ROYAL_ASSASSIN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Royal Assassin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Assassin royal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Asesino real]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Meistermeuchler]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Assassino Reale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[凄腕の暗殺者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Royal Assassin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Королевский Убийца]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Assassino da Realeza]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909236464" />
  <ARTID value="909236464" />
  <ARTIST name="Mark Zug" />
  <CASTING_COST cost="{1}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[An assassin is a king’s most trusted courier, ensuring his messages are heard by even the most unwilling recipients.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L’assassin est le messager le plus fidèle du roi. Il fait en sorte que ses messages soient entendus, même par les destinataires les plus récalcitrants.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Un asesino es el mensajero de mayor confianza de un rey, pues se asegura de que su mensaje es escuchado incluso por quienes no quieren oír.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ein Meuchler ist immer einer der wichtigsten Kuriere eines Königs, denn seine Nachricht wird auch von denen verstanden, die sie eigentlich nicht hören wollen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un assassino è il messaggero più fidato di un re, poiché si assicura che i suoi messaggi vengano ascoltati anche dai destinatari più riluttanti.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[暗殺者は王にとって最も信頼おける使いだ。彼が携える伝言は、最も望まない者にも聞き届けられる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[An assassin is a king’s most trusted courier, ensuring his messages are heard by even the most unwilling recipients.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Наемный убийца — надежнейший из королевских посыльных, заставляющий даже самых строптивых получателей услышать волю монарха.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Um assassino é o mensageiro mais confiável de um rei, pois garante que suas mensagens sejam ouvidas pelos mais relutantes destinatários.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Assassin" />
  <EXPANSION value="M12" />
  <RARITY metaname="R" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Destroy target tapped creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Détruisez la créature engagée ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Destruye la criatura objetivo girada.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Zerstöre eine getappte Kreatur deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Distruggi una creatura TAPpata bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:タップ状態のクリーチャー1体を対象とし、それを破壊する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Destroy target tapped creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: уничтожьте целевое повернутое существо.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Destrua a criatura alvo virada.]]></LOCALISED_TEXT>
   <SFX text="TARGET_BLADE_PLAY" />
   <COST type="TapSelf" />
    <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TAPPED_TO_DESTROY" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_IS_TAPPED, true )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
       target:Destroy() 
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </ACTIVATED_ABILITY>
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Blood Cultist - Tested
| Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="BLOOD_CULTIST_909175100" />
  <CARDNAME text="BLOOD_CULTIST" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Blood Cultist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cultiste de sang]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cultista sangrienta]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Blut-Kultist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cultista Sanguinaria]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[血の信者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Blood Cultist]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Последовательница Культа Крови]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cultor de Sangue]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909175100" />
  <ARTID value="909175100" />
  <ARTIST name="Karl Kopinski" />
  <CASTING_COST cost="{1}{B}{R}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“To immortality.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« À l’immortalité. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“A la inmortalidad.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Auf die Unsterblichkeit”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“All’immortalità.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「不死に乾杯。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“To immortality.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«За бессмертие»]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“À imortalidade.”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="ALA" />
  <RARITY metaname="U" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Blood Cultist deals 1 damage to target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Le Cultiste de sang inflige 1 blessure à la créature ciblée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: La Cultista sangrienta hace 1 punto de daño a la criatura objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Der Blut-Kultist fügt einer Kreatur deiner Wahl 1 Schadenspunkt zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: La Cultista Sanguinaria infligge 1 danno a una creatura bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:クリーチャー1体を対象とする。血の信者はそれに1点のダメージを与える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Blood Cultist deals 1 damage to target creature.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Последовательница Культа Крови наносит 1 повреждение целевому существу.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Cultor de Sangue causa 1 ponto de dano à criatura alvo.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <SFX text="TARGET_FIREBALL_PLAY" />
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
    <TARGET tag="CARD_QUERY_CHOOSE_DEAL_1_DAMAGE" definition="0" compartment="0" count="1" />
    <MAY />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if ( target ~= nil ) then
       EffectSourceLKI():DealDamageTo( 1, target )
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature ayant subi ce tour-ci des blessures du Cultiste de sang est mise dans un cimetière, mettez un marqueur +1/+1 sur le Cultiste de sang.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que una criatura que haya recibido daño de la Cultista sangrienta este turno vaya a un cementerio, pon un contador +1/+1 sobre la Cultista sangrienta.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur, der in diesem Zug Schaden durch den Blut-Kultist zugefügt wurde, auf einen Friedhof gelegt wird, lege eine +1/+1-Marke auf den Blut-Kultist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura a cui è stato inflitto danno dalla Cultista Sanguinaria in questo turno viene messa in un cimitero, metti un segnalino +1/+1 sulla Cultista Sanguinaria.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このターン、血の信者によってダメージを与えられたクリーチャーが墓地に置かれるたび、血の信者の上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда существо, которому Последовательница Культа Крови нанесла повреждения в этом ходу, попадает на кладбище, положите на Последовательницу Культа Крови один жетон +1/+1.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que uma criatura que sofreu dano causado por Cultor de Sangue neste turno for colocada num cemitério, coloque um marcador +1/+1 em Cultor de Sangue.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_BEGIN" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
    if TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) then
       local interrogation = MTG():ClearInterrogationQuery()
       
       interrogation:SetObject( EffectSource() )
       interrogation:SetSecondaryObject( TriggerObject() )
       if interrogation:Test( INTERROGATE_DAMAGE_DEALT, INTERROGATE_THIS_TURN ) then
          return true
       else
          return false
       end
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
    end
    </RESOLUTION_TIME_ACTION>
    <AUTO_SKIP no_effect_source="1" />
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Olivia Voldaren - Tested
| Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="OLIVIA_VOLDAREN_909247235" />
  <CARDNAME text="OLIVIA_VOLDAREN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[オリヴィア・ヴォルダーレン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Оливия Волдарен]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Olivia Voldaren]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909247235" />
  <ARTID value="909247235" />
  <ARTIST name="Eric Deschamps" />
  <CASTING_COST cost="{2}{B}{R}" />
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Vampire" />
  <EXPANSION value="ISD" />
  <RARITY metaname="M" />
  <POWER value="3" />
  <TOUGHNESS value="3" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{R} : Olivia Voldaren inflige 1 blessure à une autre créature ciblée. Cette créature devient un vampire en plus de ses autres types. Mettez un marqueur +1/+1 sur Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{R}: Olivia Voldaren hace 1 punto de daño a otra criatura objetivo. Esa criatura es un Vampiro además de sus otros tipos. Pon un contador +1/+1 sobre Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{R}: Olivia Voldaren fügt einer anderen Kreatur deiner Wahl 1 Schadenspunkt zu. Diese Kreatur wird zusätzlich zu ihren anderen Typen zu einem Vampir. Lege eine +1/+1-Marke auf Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{R}: Olivia Voldaren infligge 1 danno a un’altra creatura bersaglio. Quella creatura diventa un Vampiro in aggiunta ai suoi altri tipi. Metti un segnalino +1/+1 su Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{R}:他のクリーチャー1体を対象とする。オリヴィア・ヴォルダーレンはそれに1点のダメージを与える。 そのクリーチャーは他のタイプに加えて吸血鬼になる。 オリヴィア・ヴォルダーレンの上に+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a +1/+1 counter on Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{R}: Оливия Волдарен наносит 1 повреждение другому целевому существу. То существо становится Вампиром в дополнение к своим другим типам. Положите один жетон +1/+1 на Оливию Волдарен.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{R}: Olivia Voldaren causa 1 ponto de dano a outra criatura alvo. Aquela criatura se torna do tipo Vampiro além de seus outros tipos. Coloque um marcador +1/+1 sobre Olivia Voldaren.]]></LOCALISED_TEXT>
   <COST mana_cost="{1}{R}" type="MANA" />
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_DEAL_1_DAMAGE" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if ( target ~= nil ) then
       EffectSourceLKI():DealDamageTo( 1, target )
    end
    </RESOLUTION_TIME_ACTION>
   <CONTINUOUS_ACTION layer="4">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local subtype = characteristics:SubType_GetWritable()
       subtype:Add( CREATURE_TYPE_VAMPIRE)
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectDC():Get_Targets(0):Get_CardPtr(0) == nil)
    </DURATION>
   <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}{B}{B}: Gain control of target Vampire for as long as you control Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}{B}{B} : Acquérez le contrôle d’un vampire ciblé tant que vous contrôlez Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}{B}{B}: Gana el control del Vampiro objetivo mientras controles a Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}{B}{B}: Übernimm die Kontrolle über einen Vampir deiner Wahl solange, wie du Olivia Voldaren kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}{B}{B}: Prendi il controllo di un Vampiro bersaglio fintanto che controlli Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}{B}{B}:吸血鬼1体を対象とする。あなたがオリヴィア・ヴォルダーレンをコントロールし続けているかぎり、それのコントロールを得る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}{B}{B}: Gain control of target Vampire for as long as you control Olivia Voldaren.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}{B}{B}: получите контроль над целевым Вампиром на все время, пока вы контролируете Оливию Волдарен.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}{B}{B}: Ganhe o controle do Vampiro alvo enquanto você controlar Olivia Voldaren.]]></LOCALISED_TEXT>
   <COST mana_cost="{3}{B}{B}" type="MANA" />
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_GAIN_CONTROL" definition="1" compartment="1" count="1" />
    <TARGET_DEFINITION id="1">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_VAMPIRE )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
   <CONTINUOUS_ACTION layer="2">
    local card = EffectDC():Get_Targets(1):Get_CardPtr(0)
    if card ~= nil then
       card:SetController(EffectController())
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectSource() == nil or EffectSource():GetPlayer() ~= EffectController())
    </DURATION>
    <AUTO_SKIP>
    local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
    if target ~= nil then
       return false
    else
       return true
    end
    </AUTO_SKIP>
  </ACTIVATED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Drana, Kalastria Bloodchief - Tested
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="DRANA_KALASTRIA_BLOODCHIEF_909193593" />
  <CARDNAME text="DRANA_KALASTRIA_BLOODCHIEF" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Drana, Kalastria Bloodchief]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Drana, chef de sang des Kalastria]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Drana, jefe de sangre Kalastria]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Drana, Bluthäuptling der Kalastria]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Drana, Capo Sanguinario Kalastria]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[カラストリアの血の長、ドラーナ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Drana, Kalastria Bloodchief]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Драна, Кровавый Вождь Каластриев]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Drana, Grão-Vampiro Kalastria]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909193593" />
  <ARTID value="909193593" />
  <ARTIST name="Mike Bierek" />
  <CASTING_COST cost="{3}{B}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“If our former masters would have us kneel again, they shall feel our defiance slashed across their membranes.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Si nos anciens maîtres veulent nous voir à nouveau prosternés à leurs pieds, c’est notre défiance qu’ils verront déchirer leurs membranes. »]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Si nuestros antiguos amos quieren que nos arrodillemos nuevamente, sentirán nuestro desafío clavado en sus membranas.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Falls unsere ehemaligen Meister uns wieder zwingen wollen, vor ihnen zu knien, werden wir ihnen unseren Widerstand in ihre Membranen einritzen.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Se i nostri precedenti padroni ci faranno inginocchiare di nuovo, sentiranno il nostro disprezzo fustigare le loro membrane.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「かつての我らの支配者が我らを再びひざまずかせようとするなら、我らの反逆の傷をその皮膚に感じることになるだろう。」]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“If our former masters would have us kneel again, they shall feel our defiance slashed across their membranes.”]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Если наши прежние хозяева снова захотят поставить нас на колени, они почувствуют наше неповиновение на собственной шкуре».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Se nossos antigos mestres nos fizerem ajoelhar novamente, sentirão nossa resistência rasgar suas membranas.”]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Vampire" />
  <SUB_TYPE metaname="Shaman" />
  <EXPANSION value="ROE" />
  <RARITY metaname="R" />
  <POWER value="4" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{X}{B}{B}: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{X}{B}{B} : La créature ciblée gagne -0/-X jusqu’à la fin du tour et Drana, chef de sang des Kalastria gagne +X/+0 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{X}{B}{B}: La criatura objetivo obtiene -0/-X hasta el final del turno y Drana, jefe de sangre Kalastria obtiene +X/+0 hasta el final del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{X}{B}{B}: Eine Kreatur deiner Wahl erhält -0/-X bis zum Ende des Zuges, und Drana, Bluthäuptling der Kalastria, erhält +X/+0 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{X}{B}{B}: Una creatura bersaglio prende -0/-X fino alla fine del turno e Drana, Capo Sanguinario Kalastria prende +X/+0 fino alla fine del turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{X}{B}{B}:クリーチャー1体を対象とする。それはターン終了時まで-0/-Xの修整を受け、カラストリアの血の長、ドラーナはターン終了時まで+X/+0の修整を受ける。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{X}{B}{B}: Target creature gets -0/-X until end of turn and Drana, Kalastria Bloodchief gets +X/+0 until end of turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{X}{B}{B}: целевое существо получает -0/-X до конца хода, а Драна, Кровавый Вождь Каластриев получает +X/+0 до конца хода.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{X}{B}{B}: A criatura alvo recebe -0/-X até o final do turno e Drana, Grão-Vampiro Kalastria, recebe +X/+0 até o final do turno.]]></LOCALISED_TEXT>
   <COST mana_cost="{X}{B}{B}" type="Mana" />
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_LOSE_1_1" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    </TARGET_DEFINITION>
    <CONTINUOUS_ACTION layer="7C">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Power_Add( 0 )
       characteristics:Toughness_Add( -GetEffectX() )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
   <CONTINUOUS_ACTION layer="7C">
    if EffectSource() ~= nil then
       local characteristics = EffectSource():GetCurrentCharacteristics()
       characteristics:Power_Add( GetEffectX() )
       characteristics:Toughness_Add( 0 )
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </ACTIVATED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Nirkana Cutthroat - Tested. It works perfectly in game, but I got an error (index nil) when I closed. Afterward I added the duration limits, so that might fix it. Will test tomorrow.
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<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="NIRKANA_CUTTHROAT_909194933" />
  <CARDNAME text="NIRKANA_CUTTHROAT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nirkana Cutthroat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Surineur des Nirkana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Degolladora Nirkana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Mordender Nirkana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tagliagole Nirkana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ニルカーナの殺し屋]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Nirkana Cutthroat]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Головорез Ниркана]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Degolador Nirkana]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909194933" />
  <ARTID value="909194933" />
  <ARTIST name="Erica Yang" />
  <CASTING_COST cost="{2}{B}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Vampire" />
  <SUB_TYPE metaname="Warrior" />
  <EXPANSION value="ROE" />
  <RARITY metaname="U" />
  <POWER value="3" />
  <TOUGHNESS value="2" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Level up {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Montée de niveau {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Subir de nivel {2}{B}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Stufe aufsteigen {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aumentare di livello {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lvアップ {2}{B} ({2}{B}:この上にLvカウンターを1個置く。 Lvアップはソーサリーとしてのみ行う。)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Level up {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Повышение уровня {2}{B}]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Subir de nível {2}{B}]]></LOCALISED_TEXT>
   <COST mana_cost="{2}{B}" type="MANA" />
   <COUNTER_REGISTRATION name="Level" proliferate="11" />
   <RESOLUTION_TIME_ACTION>
    EffectSource():AddCounters( MTG():GetCountersType("Level"), 1)
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[LEVEL 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[NIVEAU 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[NIVEL 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[STUFE 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[LIVELLO 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lv 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[LEVEL 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[УРОВЕНЬ 1-2]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[NÍVEL 1-2]]></LOCALISED_TEXT>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[4/3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[4/3]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7C">
    if EffectSource() ~= nil then
       if EffectSource():CountCounters(MTG():GetCountersType("Level")) &gt; 0 then
          local characteristics = EffectSource():GetCurrentCharacteristics()
          characteristics:Power_Add( 1 )
      characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectSource() == nil)
    </DURATION>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Deathtouch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Contact mortel]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Toque mortal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Todesberührung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tocco letale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[接死]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[치명타]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Смертельное касание]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toque mortífero]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil then
       if EffectSource():CountCounters(MTG():GetCountersType("Level")) &gt; 0 then
          local characteristics = EffectSource():GetCurrentCharacteristics()
          characteristics:Bool_Set( CHARACTERISTIC_DEATHTOUCH, 1 )
       end
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectSource() == nil)
    </DURATION>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[LEVEL 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[NIVEAU 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[NIVEL 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[STUFE 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[LIVELLO 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Lv 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[LEVEL 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[УРОВЕНЬ 3+]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[NÍVEL 3+]]></LOCALISED_TEXT>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[5/4]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[5/4]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7C">
    if EffectSource() ~= nil then
       if EffectSource():CountCounters(MTG():GetCountersType("Level")) &gt; 2 then
          local characteristics = EffectSource():GetCurrentCharacteristics()
          characteristics:Power_Add( 1 )
         characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectSource() == nil)
    </DURATION>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[First strike, deathtouch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Initiative, contact mortel]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Daña primero, toque mortal.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Erstschlag, Todesberührung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Attacco improvviso, tocco letale]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[先制攻撃、接死]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[First strike, deathtouch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Первый удар, Смертельное касание]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Iniciativa, toque mortífero]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil then
       if EffectSource():CountCounters(MTG():GetCountersType("Level")) &gt; 2 then
          local characteristics = EffectSource():GetCurrentCharacteristics()
          characteristics:Bool_Set( CHARACTERISTIC_FIRST_STRIKE, 1 )
       end
    end
    </CONTINUOUS_ACTION>
   <DURATION>
    return (EffectSource() == nil)
    </DURATION>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_3" body="MORE_INFO_BADGE_BODY_3" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Magus of the Abyss - Tested
| Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="MAGUS_OF_THE_ABYSS_909136033" />
  <CARDNAME text="MAGUS_OF_THE_ABYSS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Magus of the Abyss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mage de l’abysse]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mago del abismo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Magus der Unterwelt]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Magus dell’Abisso]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[深淵の大魔術師]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Magus of the Abyss]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Волхв Бездны]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Magus do Abismo]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909136033" />
  <ARTID value="909136033" />
  <ARTIST name="Kev Walker" />
  <CASTING_COST cost="{3}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[He climbs a staircase of falling souls, fighting the continuous pull of the void.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Il monte un escalier d’âmes déchues, luttant sans cesse contre l’appel du vide.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Trepa por una escalera de almas que caen, luchando continuamente la atracción del vacío.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Er verwendet fallende Seelen als Trittstufen, um der unbändigen Anziehungskraft der Leere zu entkommen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sale una scalinata di anime che sprofondano, lottando contro la continua attrazione verso il vuoto.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼は落ち行く魂の階段を上り、虚空から引き寄せ続ける力と戦っている。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[He climbs a staircase of falling souls, fighting the continuous pull of the void.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Преодолевая неослабевающую тягу пустоты, он восходит по лестнице падающих душ.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ele ascende por uma escadaria de almas penadas combatendo o chamado contínuo do vácuo.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="FUT" />
  <RARITY metaname="R" />
  <POWER value="4" />
  <TOUGHNESS value="3" />
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of each player’s upkeep, destroy target nonartifact creature that player controls of his or her choice. It can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de l’entretien de chaque joueur, détruisez la créature non-artefact ciblée contrôlée et choisie par ce joueur. Elle ne peut pas être régénérée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo del mantenimiento de cada jugador, destruye la criatura objetivo que no sea artefacto que controla ese jugador a su elección. No puede ser regenerada.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zerstöre zu Beginn des Versorgungssegments jedes Spielers eine Nichtartefaktkreatur der Wahl dieses Spielers, die er kontrolliert. Sie kann nicht regeneriert werden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del mantenimento di ogni giocatore, distruggi una creatura non artefatto bersaglio controllata da quel giocatore a sua scelta. Non può essere rigenerata.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各プレイヤーのアップキープの開始時に、そのプレイヤーが選んだ自分がコントロールするアーティファクトでないクリーチャー1体を対象とし、それを破壊する。 それは再生できない。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of each player’s upkeep, destroy target nonartifact creature that player controls of his or her choice. It can’t be regenerated.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале шага поддержки каждого игрока уничтожьте целевое неартефактное существо под контролем того игрока по его выбору. Оно не может быть регенерировано.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início da manutenção de cada jogador, destrua a criatura alvo que não seja artefato escolhida pelo jogador que a controla. Ela não pode ser regenerada.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
    return (MTG():GetStep() == STEP_UPKEEP)
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
   local player = TriggerPlayer()
   local filter = ClearFilter()
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CONTROLLER, OP_IS, player )
    player:ChooseItem( "CARD_QUERY_CHOOSE_CREATURE_TO_DESTROY", EffectDC():Make_Targets(0) )
   </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
       target:DestroyWithoutRegenerate() 
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
</CARD_V2>
Last edited by Xander9009 on 08 Jul 2013, 08:54, edited 2 times in total.
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Re: Formal Request Thread

Postby Master Necro » 08 Jul 2013, 06:10

thefiremind wrote:
drleg3nd wrote:is extort available ?
This is my "freedom" version of Extort, meaning that you are free to choose if you want to pay with {W} or {B} (I don't think you can use CTRL for costs like this, but I'm not sure). CARD_QUERY_OPTION_PAY_W and CARD_QUERY_OPTION_PAY_B need to be localised in TEXT_PERMANENT.
Extort, "freedom" version | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Extort]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Extorsion]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Extorsionar.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Abnötigen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Estorsione]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[強請]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[착취]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Вымогательство]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Extorquir]]></LOCALISED_TEXT>
    <TRIGGER value="SPELL_PLAYED" simple_qualifier="objectyoucontrol" />
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil then
       controller:BeginNewMultipleChoice()
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_W", controller:CanPayManaCost("{W}") )
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_B", controller:CanPayManaCost("{B}") )
       controller:AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )
       controller:AskMultipleChoiceQuestion( "OPTIONAL_ABILITY_QUESTION", Object() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local controller = EffectController()
    if controller ~= nil then
       local decision = controller:GetMultipleChoiceResult()
       if decision ~= 2 then
          if decision == 0 then
             controller:PayManaCost("{W}")
          elseif decision == 1 then
             controller:PayManaCost("{B}")
          end
          local lifeloss = 0
          local myTeam = controller:GetTeam()
          for i=0,MTG():GetNumberOfPlayers()-1 do
             local nthPlayer = MTG():GetNthPlayer(i)
             if nthPlayer ~= nil and nthPlayer:GetTeam() ~= myTeam then
                currentPlayer:LoseLife(1)
                lifeloss = lifeloss + 1
             end
          end
          controller:GainLife(lifeloss)
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
Added to the first post.

@ Xander9009:

Will be added to the first post as soon as it is confirmed that they work.
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Re: Formal Request Thread

Postby sumomole » 08 Jul 2013, 06:23

Scion of Darkness wrote:Please can someone help me with soulboud? Thanks
I have tried to convert old code to 2014 but failed, since we lost ObjectDC, maybe we need find a new way.

thefiremind wrote:This is my "freedom" version of Extort, meaning that you are free to choose if you want to pay with {W} or {B} (I don't think you can use CTRL for costs like this, but I'm not sure).
You guessed it, this year we can use CTRL to switch the color we want to pay.
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Re: Formal Request Thread

Postby Master Necro » 08 Jul 2013, 08:46

I would like to request:

Power and toughness are each equal to the number of creature cards in your graveyard.

Thanks in advance. :)
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