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Community Wad

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Re: Community Wad

Postby aidscoi168 » 01 Sep 2018, 16:06

It maybe the effect of Goreclaw, Terror of Qal Sisma even the card not in battle field yet. also Thrashing Brontodon won't work ( not allow me to pay mana and sacrifice to destroy enchantment )
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Re: Community Wad

Postby thanosyro » 05 Sep 2018, 14:45

[img]Hungering%20Hydra[/img] is INDESTRUCTIBLE! Whenever is dealt damage (even a critical one), it gains that much +1 counters but its' toughness didn't drop below 1. If anyone can fix this i'd appreciate. Also i would like to know.. Is the DOTP 2014 community wad dead? If so, thank to everyone who contributed to this project all these years. =D>
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Re: Community Wad

Postby NEMESiS » 07 Sep 2018, 18:37

chiefeweight wrote:
NEMESiS wrote:Only two issues to note, is that the emblem is missing the art and that it can be targeted with Teferi's -3. It needs protection.
Is it possible to make an emblem invisible to players? I remember that there was a version, in which players could acquire the emblems' effects without creating any emblem permanents on the battlefield that would be affected by players or computers.
I shouldn't be different the other ones. It just needs protection, hopefully it gets updated.

thanosyro wrote:[img]Hungering%20Hydra[/img] is INDESTRUCTIBLE! Whenever is dealt damage (even a critical one), it gains that much +1 counters but its' toughness didn't drop below 1. If anyone can fix this i'd appreciate. Also i would like to know.. Is the DOTP 2014 community wad dead? If so, thank to everyone who contributed to this project all these years. =D>
I looked at the card, all you have to do is remove this from the triggered ability:

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 replacement_effect="1"
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Re: Community Wad

Postby san4wc » 15 Sep 2018, 10:12

For Veteran Motorist second effect (Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn), if Veteran motorist leaves the battlefield, the vehicle loses the +1/+1 bonus even though it is supposed to last till the end of turn.
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Re: Community Wad

Postby addict insane » 28 Sep 2018, 12:18

Holy Crap at Pelt Collector!!! (plus vexing devil in a modern zoo deck!!!)

I haven't updated my wad version, but I want to know, is pelt collector in it yet?
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Re: Community Wad

Postby BloodReyvyn » 10 Oct 2018, 02:10

Everyone loving Vexing Devil and Death's Shadow...

No love for Pelt Collector + Phyrexian Dreadnought tho? lol :P
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Re: Community Wad

Postby distress » 12 Oct 2018, 14:49

Whenever I cast Torment of Hailfire on an AI opponent, the opponent ALWAYS chooses to lose life, even if doing so puts them below zero life. Spells like Killing Wave and Sword-Point Diplomacy appear to be working as intended, but Torment of Hailfire isn't.
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Re: Community Wad

Postby Xander9009 » 15 Oct 2018, 20:53

That actually shouldn't be possible. It was an issue a long time ago when I first coded it, but it's one of my favorite cards, so I spent forever working on an testing it. It shouldn't allow the AI to choose life if they're below 4 unless they have to. It does, however, actually force them to choose life if they have more than 22 life, even if other options would be possible. I'll look into it at some point to see what's going on, but I know for sure it works fine on my end. (I use it all the time, but that's usually in 4-player games, so maybe it has to do with that.)
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Re: Community Wad

Postby aidscoi168 » 24 Oct 2018, 13:09

Is this project no longer supported ? as we don't see any GRN cards here.
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Re: Community Wad

Postby Xander9009 » 24 Oct 2018, 21:50

It's not currently being worked on. That said, my reason for not working on it was that I was spending the vast majority of my time with my roommates instead of on my computer, and they're moving out, so I'll likely get back to this relatively soon.
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Re: Community Wad

Postby addict insane » 25 Oct 2018, 16:42

Xander9009 wrote:It's not currently being worked on. That said, my reason for not working on it was that I was spending the vast majority of my time with my roommates instead of on my computer, and they're moving out, so I'll likely get back to this relatively soon.
Yeeehh party on, dude! You totally deserve a life outside of this mod :lol: !
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Re: Community Wad

Postby nivmizzet1 » 31 Oct 2018, 11:32

Does the static ability on Thraben Doomsayer work correctly in this game? If Thraben Doomsayer and a 2/2 creature is controlled by one player and the 2/2 creature blocks, let's say a 99/99 creature (without trample), and at the same time it's controller is dealt damage from another attacking creature that puts them below 5 life but not at 0, activating Thraben Doomsayer's ability -- currently this leaves the blocking creature as a 4/4 creature that's been dealt 2 damage (so now temporarily 4/2). I can see how this would make sense if the creature that was blocked had trample and the extra damage went through to the player, but in this case that whole 99 damage should've been dealt to that creature, but just because it only had 2 toughness at the time the remaining 97 damage just dissipates into thin air. I'm asking is this the correct handling of this situation based on the rules of MTG?
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Re: Community Wad

Postby Xander9009 » 01 Nov 2018, 00:04

I read the rules a bit, and from what I can gather, the damage should entirely be marked on the creature, and it should still end up dead according to the rules.
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Re: Community Wad

Postby nivmizzet1 » 01 Nov 2018, 10:08

Xander9009 wrote:I read the rules a bit, and from what I can gather, the damage should entirely be marked on the creature, and it should still end up dead according to the rules.
It must be a limitation of DOTP then. That sucks. Do you think there's anything we can do to fix it?
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Re: Community Wad

Postby RiiakShiNal » 01 Nov 2018, 10:20

nivmizzet1 wrote:Does the static ability on Thraben Doomsayer work correctly in this game? If Thraben Doomsayer and a 2/2 creature is controlled by one player and the 2/2 creature blocks, let's say a 99/99 creature (without trample), and at the same time it's controller is dealt damage from another attacking creature that puts them below 5 life but not at 0, activating Thraben Doomsayer's ability -- currently this leaves the blocking creature as a 4/4 creature that's been dealt 2 damage (so now temporarily 4/2). I can see how this would make sense if the creature that was blocked had trample and the extra damage went through to the player, but in this case that whole 99 damage should've been dealt to that creature, but just because it only had 2 toughness at the time the remaining 97 damage just dissipates into thin air. I'm asking is this the correct handling of this situation based on the rules of MTG?
Actually, according to your scenario and the rules the 2/2 creature receives damage at the same moment that the player does and dies before Thraben Doomsayer's continuous ability can kick in (since combat damage from attacking creatures is dealt simultaneously if you exclude first/double strike) so it never becomes 4/4 (regardless of damage).

If, however, the player goes to 5 or less life (but hasn't lost/died) due to say a fast effect during combat (or due to a creature with first/double strike). The fast effect would occur first then 2/2 creature would become 4/4 (due to Thraben Doomsayer) then combat damage would be dealt to the 4/4 creature which would then take the full 99 damage and die (since there is no trample).

If trample is taken into account from the 99/99 attacking creature then in the original scenario the 2/2 creature would take 2 damage and die with 97 going to the player, in the fast effect (or first/double strike) scenario the blocking creature would take 4 damage and die with 95 damage going to the player.
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