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Magic 2015 Core (10/269) (Updated 6-28-14)

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Magic 2015 Core (10/269) (Updated 6-28-14)

Postby Tejahn » 29 Jun 2014, 04:04

M15 DECK.png
M15 JML.png
M15 SOI.png
M15 SOP.png


REQUIREMENTS
[01/03/14] DotP2014 DLC - Theros v9.1 by sumomole
Born of the Gods and Theros by NeoAnderson
Duels 2012 and 2013 by GrovyleXShinyCelebi
[REL] DotP 2014 - Manual Mana Functions v2.2
TFM&G2K's Planeswalkers Pool v6d by thefiremind & G2k

In anticipation of magic 2015 I decided to start coding more. Here are a few cards I coded from the MTG 2015 core if anyone is interested. But why is the Soul of Phyrexia art distorted?

Here is the list of complete card.

Goblin Rabblemaster
Jorubai Murk Lurker
Life's Legacy
Peel from Reality
Perilous Vault
Soul of Innistrad
Soul of New Phyrexia
Soul of Shandalar
Sunblade Elf
Waste Not
Attachments
Magic 2015 Core.zip
Contains XML and TDX
(3.7 MiB) Downloaded 1179 times
Last edited by Tejahn on 29 Jun 2014, 05:16, edited 5 times in total.
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby Tejahn » 29 Jun 2014, 04:10

M15 PV.png
M15 GR.png
M15 SE.png
M15 NW.png
M15 SE.png

I was making a elf deck with Nissa, Worldwaker and Sunblade Elf but I didn't code Nissa right. I coded her second ability correctly but I need help with her first and third ability. All lands I control become elemental creatures with trample even if I cast them from my hand. The third ability only let's me choose any amount of lands in my library but when they go to the field they don't become 4/4 elemental creatures.

Nissa, Worldwaker
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="2">
  <FILENAME text="NISSA_WORLDWAKER_9911904119" />
  <CARDNAME text="NISSA_WORLDWAKER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Nissa, Worldwaker]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="9911904119" />
  <ARTID value="9911904119" />
  <ARTIST name="Peter Mohrbacher" />
  <CASTING_COST cost="{3}{G}{G}" />
  <TYPE metaname="Planeswalker" />
  <TYPE metaname="Enchantment" />
  <SUB_TYPE metaname="Nissa" />
  <EXPANSION value="M15" />
  <RARITY metaname="M" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(Loyalty 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|(Loyauté 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|(Lealtad 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|(Loyalität 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|(Fedeltà 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(忠誠 3)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|(충성 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|(Верность 3)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|(Lealdade 3)|]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Loyalty" proliferate="11" />
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 3 )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
<ACTIVATED_ABILITY>
   <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[(+1): Target land you control becomes a 4/4 elemental creature with trample. It's still a land. ]]></LOCALISED_TEXT>
   <AVAILABILITY per_turn_limit="1" sorcery_time="1" />
   <COST type="generic">
      <PREREQUISITE>
      return true
      </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         PLW_ShutDownDoublingSeason()
         EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1 )
      end
      </RESOLUTION_TIME_ACTION>
   </COST>
   <TARGET tag="TFM_CARD_QUERY_CHOOSE_LAND_TO_ANIMATE" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
    </TARGET_DEFINITION>
   <CONTINUOUS_ACTION layer="4">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local card_type = characteristics:CardType_GetWritable()
       card_type:Add(CARD_TYPE_CREATURE)
    end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="7B">
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       characteristics:Power_Set(4)
       characteristics:Toughness_Set(4)
    end
    </CONTINUOUS_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED" />
   <AI_AVAILABILITY window_step="begin_combat" window_turn="my_turn" type="window" />
   <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
   <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY step="declare_attackers" turn="their_turn" />
      <AI_AVAILABILITY step="main_1" turn="my_turn" />
      <AI_AVAILABILITY type="in_response_dangerous" />
   </ACTIVATED_ABILITY>
<STATIC_ABILITY>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
   <CONTINUOUS_ACTION layer="4" filter_id="0">
    if FilteredCard() ~= nil then
       local cardtype = FilteredCard():GetCurrentCharacteristics():CardType_GetWritable()
       local subtype = FilteredCard():GetCurrentCharacteristics():SubType_GetWritable()
       cardtype:Add( CARD_TYPE_CREATURE )
       subtype:Add( CREATURE_TYPE_ELEMENTAL )
    end
       
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="5" filter_id="0">
    if FilteredCard() ~= nil then
       local colour = FilteredCard():GetColour()
       colour:Add( COLOUR_GREEN )
    end
       
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="7B" filter_id="0">
    if FilteredCard() ~= nil then
       characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Power_Set(4)
       characteristics:Toughness_Set(4)
    end    
    </CONTINUOUS_ACTION>
</STATIC_ABILITY>
<STATIC_ABILITY>
   <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, CREATURE_TYPE_ELEMENTAL )
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController())
    </FILTER>
   <CONTINUOUS_ACTION layer="6" filter_id="0">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       characteristics:Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
    end
    </CONTINUOUS_ACTION>
</STATIC_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[(+1): Untap up to four target forests.]]></LOCALISED_TEXT>
   <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
   <COST type="generic">
      <PREREQUISITE>
      return true
      </PREREQUISITE>
      <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         PLW_ShutDownDoublingSeason()
         EffectSource():AddCounters( MTG():GetCountersType("Loyalty"), 1 )
      end
      </RESOLUTION_TIME_ACTION>
   </COST>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:CounterSpell()
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local filter = ClearFilter()
    filter:Add( FE_IS_TAPPED, true )
    filter:Add(FE_SUBTYPE, OP_IS, LAND_TYPE_FOREST)
    effectController:SetItemCount( 4 )
    for i = 0, (4-1) do
       effectController:SetItemPrompt( i, "CARD_QUERY_CHOOSE_LAND_TO_UNTAP" )
    end
    effectController:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO   )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local beseechDC = EffectDC():Get_Targets(1)
    if beseechDC ~= nil then
       local number = beseechDC:Count()
       for i = 0, (number-1) do
          local card = beseechDC:Get_CardPtr(i)
          card:Untap()
       end
    end
    </RESOLUTION_TIME_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[(-7): Search your library for any number of basic land cards, put them onto the battlefield, then shuffle your library. Those lands become 4/4 elemental creatures with trample. They're still lands.]]></LOCALISED_TEXT>
   <AVAILABILITY sorcery_time="1" per_turn_limit="1" />
   <COST type="RemoveCountersSelf" amount="7" counter_type="Loyalty" />
   <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local controller = EffectController()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
    filter:SetZone(ZONE_LIBRARY, controller)
    local count = filter:Count()
    if count &gt; 0 then
       controller:SetItemCount(count)
       for i=0,count-1 do
          controller:SetItemPrompt(i, "CARD_QUERY_CHOOSE_CREATURE_TO_PUT_ONTO_BATTLEFIELD")
       end
       controller:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local targetDC = EffectDC():Get_Targets(0)
    if targetDC ~= nil then
       local count = targetDC:Count()
       local target_array = {}
       for i=0,count-1 do
          target_array[i] = targetDC:Get_CardPtr(i)
       end
       for i=0,count-1 do
          if target_array[i] ~= nil then
             target_array[i]:PutOntoBattlefield( EffectController() )
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
   <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
    PLW_CreateUniqueTokenForEachPlayer("_PLANESWALKERS_MANAGER_991800002", "_PLANESWALKERS_MANAGER")
    </RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="_PLANESWALKERS_MANAGER_991800002" />
  <AI_COUNTER_SCORE type="Loyalty" score="100" />
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Hopefully TFM will add the 2015 walkers to his mod.

Here are the codes I have to request for now. I have the art. I'm sure I'll try to make 'em again tomorrow.

Avacyn, Guardian Angel
Jace, the Living Guildpact
Master of Predicaments (not sure this is possible)
Spirit Bonds
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby Kithkin » 29 Jun 2014, 09:45

Tejahn wrote:But why is the Soul of Phyrexia art distorted?
It looks like the art covers the whole card instead of the "window".
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby Tejahn » 29 Jun 2014, 15:25

M15 SOP fixed.png
Thanks for that Kithkin. Well, I figured it out. I forgot to add the 'Artifact Creature' type to the card. I suppose the game declares that colorless creature must be 'Artifacts'. I updated the download in the opening post.
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby RiiakShiNal » 29 Jun 2014, 15:51

Kithkin wrote:
Tejahn wrote:But why is the Soul of Phyrexia art distorted?
It looks like the art covers the whole card instead of the "window".
Tejahn wrote:Thanks for that Kithkin. Well, I figured it out. I forgot to add the 'Artifact Creature' type to the card. I suppose the game declares that colorless creature must be 'Artifacts'. I updated the download in the opening post.
No, Colourless creatures are not defined as Artifacts (look at the Eldrazi). The game engine forces that colourless cards that are not artifacts have art that cover the entire card (again for examples look at the Eldrazi). Cards that you want to be Artifact Creatures must have both Artifact and Creature types assigned to it.
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby Tejahn » 29 Jun 2014, 16:55

You're right RiiakShiNal. I went through and checked before coming back to this post. I looked at the Eldrazi cards in your deck builder to draw the same conclusion. Then I went into the game to confirm.
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby AngelLestat » 29 Jul 2014, 00:03

Nice! if you find time, try to add the queen bee.
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby volrathxp » 29 Jul 2014, 00:47

I'm working on a bit of a release for M15 stuff myself, for funsies.

Right now I've got working versions of all the Souls, all the "Kird ape" uncommon cycle, Paragons, Yisan and Jalira, Kalonian Twingrove, several of the Designer cards like Waste Not, Chasm Skulker, etc.

AngelLestat wrote:Nice! if you find time, try to add the queen bee.
Pretty sure there is a DLC that includes Hornet Queen. It was in the third official Deck Pack (in the Hunting Season deck).
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Re: Magic 2015 Core (10/269) (Updated 6-28-14)

Postby AngelLestat » 24 Aug 2014, 18:22

Ok, you are totally right, I have it and I dint notice it.
That is because I never pay for that expansion pack.
And I never search it in the editor. In fact is in the 2013 mod too.
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