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Manalink.csv Definition

Definitions and Specifications for Manalink.csv

Updated: 2010.10.14

The file itself is actually not a Comma Separated Value file, but is instead a Quoted-Delimited data file with a semi-colon as the delimeter. Any data fields containing either delimeters or double-quotes (; or ") as part of their data must themselves be surrounded by double-quotes. Mana symbols, program variables and text associations are represented by a pipe character (|) followed by a letter, number or symbol. These are used exclusively for rules text in the following data fields:

 103. Rules Text
 105. Damage Text
 107. Effect Text
 109. Legacy Text

Special display characters (ex. carriage return) are represented by a backslash (\) followed by a letter or character. These are used exclusively in the preceding 4 data fields, as well as field #104. Flavor Text. The available modifiers are:

 |0 thru |9 - Generic Mana Symbol
 |B - Black Mana Symbol
 |U - Blue Mana Symbol
 |G - Green Mana Symbol
 |R - Red Mana Symbol
 |W - White Mana Symbol
 |X - "X" Mana symbol (ex. Crypt Rats)
 |T - Tap Symbol
 |a - Additional effect text produced by Card's ability (ex. Urza's Avenger)
 |n - Modifier produced by Card's ability (ex. +|n/+0 until end of turn)
 |S - Identifies the color(s) associated with Card (ex. |SBlack)
 |H1 - Identifies the basic land type(s) associated with Card (ex. |H1Swamp)
 |H2 - Identifies the landwalk ability(s) associated with Card (ex. |H2Swampwalk)
 |L and |M - Replace word "L" with word "M" in Card text (ex. Magical Hack)
 |#1 and |#2 - Associate 2 sections of text for different Card effects (ex. Raging River)
 \n - Generates a "carriage return" when Card's text is displayed
 \\ - Generates a "backslash" (\) when Card's text is displayed

There are currently 109 data fields in the header for Manalink.csv. Each is detailed below:

1. ID

 Unique numerical identifier for each Card. Currently the range is 0-1999.

2. Full Name

 Complete name of Card as it appears on the upper-left of the printed original.

3. CODED CARD

 A binary flag to define the coded status of a card. The possible values are:
   0 - Uncoded and not usable
   1 - Coded and usable

4. Name

 Card name as it appears on the Playfield, in the Beckbuilder, etc. (potentially shortened
 for in-game display). Usually the exact same as field #2-Full Name.

5. Expansion

 A HexaDecimal number representing the Card's associated expansion.
 There are 9 possible values:
   0800h - Unlimited
   0004h - Arabian Nights
   0002h - Antiquities
   0100h - Legends
   0020h - The Dark
   0008h - Astral Set
   0040h - 8th Edition
   01000h - Tokens
   0080h - N/D
 _______________________________________________
 Q: What does "N/D" stand for, "Non-Determined"?

6. Color

 A single digit associating each card with a specific color.
 There are 8 possible values:
   1 - Black
   2 - Blue
   3 - Artifact
   4 - Gold
   5 - Green
   6 - Land
   7 - Red
   8 - White
 _______________________________________________________
 Q: How does this differ from field #45-Sleighted Color.

7. Card Type

 A single digit defining the Card's type.
 There are 8 possible values:
   1 - Artifact
   2 - Enchantment
   3 - Instant
   4 - Interrupt
   5 - Land
   6 - Sorcery
   7 - Creature
   8 - Token

8. DB Card Type 2

 A value between 0 and 12 defining the general ability of the Card. 
 The possible values are:
   0 - Not applicable (ex. basic land, vanilla creatures)
   1 - Ante (ex. Darkpact, Jeweled Bird)
   2 - Control permanent (ex. Aladdin, Control Magic)
   3 - Counter spell (ex. Power Sink, Deathgrip)
   4 - Direct damage (ex. Lightning Bolt, Sandstorm)
   5 - Discard (ex. Mind Twist, Cursed Rack)
   6 - Card drawing (ex. Ancestral Recall, Bazaar of Baghdad)
   7 - Life gaining (ex. Stream of Life, Swords to Plowshares)
   8 - Damage prevention (ex. Forcefield, Death Ward)
   9 - Land destruction/alteration (ex. Armageddon, Gaea's Liege)
   10 - Mana producers (ex. Black Lotus, Drain Power)
   11 - Game stallers (ex. Mana Short, Unsummon)
   12 - Creature enhancers or inflatable creatures (ex. Order of Leitbur, Helm of Chatzuk)
 _____________________________________
 Note: These values may be irrelevant.

9. Rarity

 A single digit defining the Card's rarity for the purpose of draft and sealed deck tournaments.
 There are 3 possible values:
   1 - Common
   2 - Rare
   4 - Uncommon

10. Req Colorless

11. Req Black

12. Req Blue

13. Req Green

14. Req Red

15. Req White

 Each is a single digit (0 - 9) defining the total upper right-hand casting cost of the Card.

16. Num Pics

 A value between 1 and 27 indicating the number of pictures available for the Card in the folder
 "CardArtNew". Additional pictures are indexed by adding a single letter to the end of the filename.
 (ex. 0000.jpg, 0000A.jpg, 0000B.jpg, etc.)

17. Mod Direct Fire

18. Mod Land Destructor

19. Mod Draw Cards

20. Mod Discard

21. Mod Gain Life

22. Mod Damage Prevention

23. Mod Recycler

24. Mod Counter Spell

25. Mod Control

26. Mod Combat Manipulator

27. Mod Enchantments

28. Mod Artifacts

29. Mod Creature

30. Mod Creature Generator

31. Mod Damage Opponent

32. Mod Library Manipulation

 Each of these is a single digit between 0 and 7.
 These are a set of modifiers to help communicate the use, intent and purpose of
 the Card and it's abilities to the AI. The values can be directly relational
 (ex. Giant Growth, Righteousness) or subjective (ex. Spirit Link, Balance).
 ____________________________________________________
 Q: Is this anywhere close to correct? If so, exactly
     how does the AI relate to each value?

33. Mod Dummy 1

34. Mod Dummy 2

35. Mod Dummy 3

36. Mod Dummy 4

 A small set of spare headings for expanding Card definitions.
 These are unused.

37. AI Inc Power

38. AI Inc Toughness

 Each is a one byte value defining the Cards ability to enhance the
 power and toughness of creatures. The values can be directly relational
 (ex. Giant Growth, Righteousness) or subjective (ex. Army of Allah, Magma Sliver).
 ________________________________________________________
 Q: Does the AI use these values in gameplay? If so, how?

39. AI Power

40. AI Toughness

 Creature's power/toughness as it appears in the lower-right of the printed original.
 __________________________________________________________________________
 Q: How does this differ from the other power/toughness (fields 83 and 84)?

41. AI Base Value

 A one byte value used by the AI in determining the best cards to 
 select for limited play (draft, sealed deck, etc.). Higher is more valuable.
 The following scale should be used in determining the Card's value:
   0 - Cards that are useless in limited play (ex. Buried Alive, Conversion)
   1 thru 9 - Filler cards (ex. Grizzly Bears, Drudge Skeletons)
   10 thru 19 - Lands and mana fixers (ex. Badlands, Basalt Monolith)
   20 thru 39 - Average creatures (ex. Giant Spider, Granite Gargoyle)
   40 thru 49 - Medium quality removal (ex. Immolation, Weakness) 
   50 thru 59 - Above average creatures (ex. Durkwood Boars, Prodigal Sorcerer) 
   60 thru 69 - Strong spells (ex. Tidings, Vampiric Tutor)
   70 thru 79 - Very strong creatures (ex. Air Elemental, Serra Angel)
   80 thru 99 - High quality removal (ex. Terror, Swords to Plowshares)
   100 thru 200 - Potentially game-winning bombs (ex. Loxodon Warhammer, Fireball)
 __________________________________________________________________________________
 Q: Is this value used for anything besides Card selection? Is it used in gameplay?

42. Dependent Artifact

43. Dependent Creature

44. Dependent Wall

 A set of binary flags to mark cards and their effects as dependent on a specific type of
 permanent, either as part of the casting cost or as a targeting requirement.
 The possible values are:
   0 - Not Required
   1 - Required
 ________________________________________________________________________
 Q: If this is correct, why are there no flags for lands or enchantments?

45. Sleighted Color

 A 6 bit binary register associating the Card with multiple colors.
 Each bit represents a color:
   000001 (+1) - Unknown
   000010 (+2) - Black
   000100 (+4) - Blue
   001000 (+8) - Green
   010000 (+16) - Red
   100000 (+32) - White
 So a Card that is Black, Green and White would have a value of 42 (101010)
 ________________________________________________________________
 Q: How does this differ from field #6 Color? Does this represent
    changes to the Card's color after entering play?

46. VS Black

47. VS Blue

48. VS Green

49. VS Red

50. VS White

 A set of binary flags to define Card as being distinctly "Anti-Color". It can be
 protection from color (ex. Black Knight), destruction of color (ex. Northern Paladin), 
 counterspell ability (ex. Deathgrip), or presumably anything else that is 
 negatively color centric. The possible values are:
   0 - Neutral toward this color
   1 - May negatively affect this color

51. For Black

52. For Blue

53. For Green

54. For Red

55. For White

 A set of binary flags to define Card as being distinctly "Pro-Color". It can be
 creature enhancement (ex. Bad Moon), mana production (ex. Tolarian Academy),
 creature production (ex. Call of the Herd), or presumably anything else
 that is positively color centric. The possible values are:
   0 - Neutral toward this color
   1 - May positively affect this color

56. Count as Black

57. Count as Blue

58. Count as Green

59. Count as Red

60. Count as White

 A set of binary flags used to associate multi-colored Cards with the
 specific colors of their casting cost. Mono-colored Cards ignore these values.
 The possible values are:
   0 - Multi-colored Card does not have this color in its casting cost
   1 - Multi-colored Card does have this color in its casting cost

61. VS Black Land

62. VS Blue Land

63. VS Green Land

64. VS Red Land

65. VS White Land

 A set of binary flags to define Card as being distincly "Anti-Basic Land".
 It can be landwalk ability (ex. Bog Wraith), destruction (ex. Flashfires), 
 alteration (ex. Conversion), or presumably anything else that negatively
 affects a basic land type. The possible values are:
   0 - Neutral toward this basic land type
   1 - May negatively affect this basic land type

66. For Black Land

67. For Blue Land

68. For Green Land

69. For Red Land

70. For White Land

 A set of binary flags to define Card as being distinctly "Pro-Basic Land".
 It can be mana production (ex. Gauntlet of Might), augmentation (ex. 
 Living Lands), alteration (ex. Blood Moon), or presumably anything else
 that positively affects a basic land type. The possible values are:
   0 - Neutral toward this basic land type
   1 - May positively affect this basic land type

71. Count as Black Land

72. Count as Blue Land

73. Count as Green Land

74. Count as Red Land

75. Count as White Land

 A set of binary flags used to define the Card as ???
 They may actually be this land type (ex. all basic lands, Badlands)
 or not (ex. Gaea's Cradle, Vault of Whispers). The possible values are:
   0 - Is not this basic land type, or does not produce this color of mana
   1 - Is this basic land type, or does produce this color of mana
 ____________________________________________________________________________
 Q: This is horribly inaccurate. Both Magical Hack and Phantasmal Terrain
    have all of these flags set (counts as all lands), yet Llanowar Elves has
    none of them set. What exactly are these flags for?

76. AI Flying

77. AI Banding

78. AI Trample

79. AI First Strike

80. AI Wall

81. AI Landhome

 Each value is a single digit between 0 and 4 that defines the Card as
 possessing, granting, affecting or being affected by that type or ability.
 "AI Flying" includes all creatures with flying as well as Gravity Sphere
 and Hurricane. "AI Trample" includes all creatures with trample
 as well as Berserk and Armadillo Cloak. "AI First Strike" includes all
 creatures with first strike as well as Urborg and Kobold Overlord.
 _________________________________________________________
 Q: Does the AI actually use these values during gameplay?
    If so, for what? How do the values affect gameplay?
    If not, then what do the values represent?

82. Exp Rarity

 A 5 digit HexaDecimal number defining the Card's rarity in different expansions.
 Each of the 5 digits represents a specific expansion, in the following order:
   1st digit - 8th Edition
   2nd digit - Chronicles
   3rd digit - 5th Edition
   4th digit - 4th Edition
   5th digit - Revised
 Each digit has 5 possible values representing the Card's rarity in that expansion:
   0 - Unavailable in this expansion
   1 - Uncommon
   5 - Common
   7 - Special Chronicles
   9 - Rare
 ___________________________________________________________
 Q: There are 16 Cards in the current Manalink.csv using the
    "Special Chronicles" rarity. What exactly is it for? 

83. Power

84. Toughness

 Creature's power/toughness as it appears in the lower-right of the printed original.
 __________________________________________________________________________
 Q: How does this differ from the other power/toughness (fields 39 and 40)?

85. Num of DB Abilities

 Numer of database abilities the Card possesses. Currently the range is 0-8.
 The abilities are defined in the fields following this one.

86. DBA1

87. DBA2

88. DBA3

89. DBA4

90. DBA5

91. DBA6

92. DBA7

93. DBA8

 Each is a one byte value associating the Card with one of the following abilities:
   0 - No additional abilities
   1 - Banding
   2 - Desertwalk
   3 - First strike
   4 - Flying
   5 - Forestwalk
   6 - Vigilance
   7 - Islandwalk
   8 - Legendary landwalk
   9 - Mountainwalk
   10 - Plainswalk
   11 - Poison
   12 - Protection from black
   13 - Protection from red
   14 - Protection from white
   15 - Haste
   16 - Rampage
   17 - Regeneration
   18 - Deathtouch
   19 - Swampwalk
   20 - Trample
   21 - Reach
   22 - Banding granting
   23 - First strike granting
   24 - Flying granting
   25 - Forestwalk granting
   26 - Vigilance granting
   27 - Islandwalk granting
   28 - Mountainwalk granting
   29 - Plainswalk granting
   30 - Protection from artifacts granting
   31 - Protection from black granting
   32 - Protection from blue granting
   33 - Protection from green granting
   34 - Protection from red granting
   35 - Protection from white granting
   36 - Haste granting
   37 - Rampage granting
   38 - Regeneration granting
   39 - Deathtouch granting
   40 - Swampwalk granting
   41 - Trample granting
   42 - Reach granting

94. Mana Source Colors

 A 6 bit binary register defining the colors of mana the Card can produce.
 Each bit represents a color of mana:
   000001 (+1) - Colorless (generic)
   000010 (+2) - Black
   000100 (+4) - Blue
   001000 (+8) - Green
   010000 (+16) - Red
   100000 (+32) - White
 So a Card that can produce Black, Green and White mana would
 have a value of 42 (101010)

95. Inflatable

 A binary flag defining the Card as self-inflatable. This includes both
 the obvious (ex. Shivan Dragon, Carrion Ants, Dragon Whelp,
 Granite Gargoyle) and the less obvious (ex. Fungusaur, Sengir Vampire,
 Lhurgoyf, Rock Hydra, Wall of Wonder).
 The possible values are:
   0 - Card is not self-inflatable
   1 - Card is self-inflatable

96. Hack Color

 A 6 bit binary register associating the Card with multiple basic land types.
 Each bit represents a different basic land type:
   000001 (+1) - Unknown
   000010 (+2) - Swamp
   000100 (+4) - Island
   001000 (+8) - Forest
   010000 (+16) - Mountain
   100000 (+32) - Plains
 So a Card that is Swamp, Forest and Plains would have a value of 42 (101010)

97. Hack Mode

 A single digit defining how the Card and its effects are 
 associated with lands.
 There are 8 possible values:
   0 - Card has no abilities that affect lands
   1 - Card has landwalk
   2 - Card has ability that affects lands
   3 - Card's rules text affects lands
   4 - Card has a continuous effect on lands
   5 - Card is a sorcery, an instant or has a trigger that affects lands
   6 - Card has effects that affect all players or other player's land
   7 - Card has landhome

98. Enchant Type OWN

99. Enchant Type OPP

 Each of these appears to be a value from 0 thru 8
 ________________________________________________________________________
 Q: Are these values intended to help guide the AI's targeting decisions?
    Are they used for Cards or effects other that enchantments?

100. Subtype

101. Subtype 2

 Each is a one byte value identifing the Card's sub-types as defined 
 in the source file "subtypes.h". There are currently 232 possible values:
   1 - Incarnation
   2 - Artificer
   3 - Advisor
   4 - Pest
   5 - Angel
   6 - Anteater
   7 - Ape
   8 - Nightstalker
   9 - Archer
   10 - Dryad
   11 - Artifact
   12 - Antelope
   13 - Assassin
   14 - Atog
   15 - Avatar
   16 - Archon
   17 - Plant
   18 - Badger
   19 - Aurochs
   20 - Beeble
   21 - Blinkmoth
   22 - Basilisk
   23 - Bat
   24 - Bear
   25 - Beast
   26 - Bringer
   27 - Sliver
   28 - Berserker
   29 - Monk
   30 - Boar
   31 - Trap
   32 - Ally
   33 - Ox
   34 - Cyclops
   35 - Camel
   36 - Equipment
   37 - Cephalid
   38 - Chimera
   39 - Centaur
   40 - Cleric
   41 - Shapeshifter
   42 - Construct
   43 - Cockatrice
   44 - Artifact Creature
   45 - Citizen
   46 - Demon
   47 - Eldrazi
   48 - Devil
   49 - Crab
   50 - Djinn
   51 - Shaman
   52 - Dragon
   53 - Dauthi
   54 - Drake
   55 - Deserter
   56 - Druid
   57 - Dwarf
   58 - Eye
   59 - Dreadnought
   60 - Drone
   61 - Efreet
   62 - Egg
   63 - Elk
   64 - Elder
   65 - Elemental
   66 - Elephant
   67 - Elf
   68 - Enchantment
   69 - Ferret
   70 - Flagbearer
   71 - Minion
   72 - Fox
   73 - Faerie
   74 - Homunculus
   75 - Frog
   76 - Goat
   77 - Graveborn
   78 - Harpy
   79 - Fungus
   80 - Hellion
   81 - Gargoyle
   82 - Hippo
   83 - Homarid
   84 - Giant
   85 - Gnome
   86 - Goblin
   87 - Lizard
   88 - Hyena
   89 - Jellyfish
   90 - Soldier
   91 - Gorgon
   92 - Hag
   93 - Human
   94 - Horror
   95 - Horse
   96 - Kavu
   97 - Hydra
   98 - Imp
   99 - Kirin
   100 - Kor
   101 - Juggernaut
   102 - Kraken
   103 - Lammasu
   104 - Kithkin
   105 - Knight
   106 - Golem
   107 - Kobold
   108 - Land
   109 - Leech
   110 - Legend
   111 - Mountain
   112 - Licid
   113 - Metathran
   114 - Leviathan
   115 - Monger
   116 - Mongoose
   117 - Desert
   118 - Moonfolk
   119 - Mutant
   120 - Mystic
   121 - Bird
   122 - Manticore
   123 - Nautilus
   124 - Nephilim
   125 - Merfolk
   126 - Minotaur
   127 - Ninja
   128 - Masticore
   129 - Octopus
   130 - Myr
   131 - Orb
   132 - Orgg
   133 - Oyster
   134 - Ouphe
   135 - Nightmare
   136 - Nomad
   137 - Island
   138 - Ogre
   139 - Pentavite
   140 - Ooze
   141 - Orc
   142 - Forest
   143 - Pegasus
   144 - Swamp
   145 - Phelddagrif
   146 - Phoenix
   147 - Pincher
   148 - Plains
   149 - Prism
   150 - Rabbit
   151 - Reflection
   152 - Barbarian
   153 - Rhino
   154 - Rat
   155 - Cat
   156 - Rogue
   157 - Rigger
   158 - Salamander
   159 - Scout
   160 - Satyr
   161 - Scarecrow
   162 - Scorpion
   163 - Serpent
   164 - Shade
   165 - Permanent
   166 - Fish
   167 - Pirate
   168 - Samurai
   169 - Saproling
   170 - Serf
   171 - Skeleton
   172 - Slug
   173 - Sheep
   174 - Slith
   175 - Spawn
   176 - Specter
   177 - Sphinx
   178 - Spider
   179 - Spirit
   180 - Soltari
   181 - Spellshaper
   182 - Griffin
   183 - Spike
   184 - Turtle
   185 - Thopter
   186 - Treefolk
   187 - Troll
   188 - Not Used 1
   189 - Splinter
   190 - Unicorn
   191 - Vampire
   192 - Sponge
   193 - Squid
   194 - Squirrel
   195 - Starfish
   196 - Warrior
   197 - Wall
   198 - Survivor
   199 - Thalakos
   200 - Thrull
   201 - Wizard
   202 - Wolverine
   203 - Wolf
   204 - Wombat
   205 - World
   206 - Wraith
   207 - Triskelavite
   208 - Wurm
   209 - Yeti
   210 - Zombie
   211 - None
   212 - Crocodile
   213 - Illusion
   214 - Insect
   215 - Vedalken
   216 - Volver
   217 - Weird
   218 - Snake
   219 - Sand
   220 - Tetravite
   221 - Whale
   222 - Worm
   223 - Zubera
   224 - Assembly Worker
   225 - Hound
   226 - Lhurgoyf
   227 - Tribal
   228 - Shrine
   229 - Carrier
   230 - Mercenary
   231 - Rebel
   232 - Viashino

102. Type Text

 The Card type as it appears to the left and below the Card's art on the printed original.

103. Rules Text

 The complete updated rules text for the Card. Pipe (|) and Backslash (\) are allowed.

104. Flavor Text

 The flavor text for the Card as it appears on the printed original.
 Backslash (\) is allowed.

105. Damage Text

 Additional rules text displayed on the Damage Card created
 by this Card's damage effect. Pipe (|) and Backslash (\) are allowed.

106. Effect Title Text

 Title displayed on the Effect Card produced by this Card's ability.

107. Effect Text

 Additional rules text displayed on the Effect Card created
 by this Card's ability. Pipe (|) and Backslash (\) are allowed.

108. Legacy Title Text

 Title displayed on the Legacy Effect Card created
 by this Card's ability.

109. Legacy Text

 Additional rules text displayed on the Legacy Effect Card created
 by this Card's ability. Pipe (|) and Backslash (\) are allowed.

Notes:

The goal for this definition is to be specific, inclusive, uniform and concise.

General questions to consider:

 What is the range of values for each data field?
 What exactly do the values represent? What are they used for?
   Selection of Cards in limited play (draft/sealed deck)?
   Used by the AI to help decide targets? 
 Is the value actively used by Manalink, or is it now irrelevant?
   If so, what was it used for and why is it no longer needed?

Still to do:

 Break down fields #17-32 and provide more accurate and singular definitions.