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2014




Age of Dodekatheon - UPDATED 01/09/2014 DXT1 (183 cards)
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 20 Nov 2013, 14:34
Hi my friend really thanks for your feedback, is really appreciated and helpful, because ia cannot think about all the interaction with the cards.
So About the wrath of Ares bug i can think only about 2 possibilities :
1. remove the Olymp divinities from the kind of cards it can put on battlefield (easy)
2. try to make a double check if it put on battlefield on of these divinity it should also put the respective seal on the battlefield.( i don't know if i am able to do it).
About the lands you're right i will increase the basic lands quantity.
Thanks a lot, and keep in touch.
So About the wrath of Ares bug i can think only about 2 possibilities :
1. remove the Olymp divinities from the kind of cards it can put on battlefield (easy)
2. try to make a double check if it put on battlefield on of these divinity it should also put the respective seal on the battlefield.( i don't know if i am able to do it).
About the lands you're right i will increase the basic lands quantity.
Thanks a lot, and keep in touch.

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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 20 Nov 2013, 16:59
Hey my friend,CarpeDiem wrote:Here is some backup for your deck:
-The wrath of Ares is really fun! I cast it on my Helios, attack with him, reveal Zeus that is returned in my hand before I can say "yes!" (I have no seal on the board), and after the combat, Helios return in play.
Isn't it a good God tutor!![]()
Try this modified version it should work now.
- Wrath of Ares | Open
THE_WRATH_OF_ARES_R_7272431.zip
- The Wrath of Ares modified
- (5 KiB) Downloaded 318 times
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by Athesto » 20 Nov 2013, 22:01
Excellent job. It shows that you have worked hard and have spent many hours. I downloaded the deck when you added the card "Mnemosyne" and it's amazing. I had no problems while playing. I love your creativity! If you could send me the download link, I would really appreciate it. Sorry, my English is a little bad >.< Thank you very much! Keep it up!
greetings! ^-^

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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 20 Nov 2013, 22:53
Thanks for your interest, i am glad you like this idea, and don't worry about your English, my knowledge of this language is not so good
.
About the version you have used isn't up to date, and i resolved many bugs and i also changed many cards since you downloaded it, so, i will send you the latest link in a few minutes by PM, I am uploading a revised version, right now.
Hope you will continue to give me your feedback and suggestions it will be useful to improve this set.
Have a nice day.

About the version you have used isn't up to date, and i resolved many bugs and i also changed many cards since you downloaded it, so, i will send you the latest link in a few minutes by PM, I am uploading a revised version, right now.
Hope you will continue to give me your feedback and suggestions it will be useful to improve this set.
Have a nice day.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 20 Nov 2013, 23:11
Link sent by PM, Have a nice day.Athesto wrote:Excellent job. It shows that you have worked hard and have spent many hours. I downloaded the deck when you added the card "Mnemosyne" and it's amazing. I had no problems while playing. I love your creativity! If you could send me the download link, I would really appreciate it. Sorry, my English is a little bad >.< Thank you very much! Keep it up!greetings! ^-^
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by Lellardin » 21 Nov 2013, 10:47
I really liked your deck. Despite a few glitches and bugs, I enjoyed playing it. Thank you very much for your excellent work done. I would like to try to play the full version of the deck. Could you send me a link to the updated version. Thank you in advance. Sorry for my bad English. 

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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by thefiremind » 21 Nov 2013, 11:23
I just noticed something while looking at the first post (sorry if I didn't tell you before, but to be honest it's the first time after a long time that I look carefully into it). Even if it doesn't change the cards' functionality, noncreature cards that have creature types (like Divinity) should have the Tribal type together with their other types.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 21 Nov 2013, 13:19
Hi Firemind thanks for your reply, if you say so i believe you're right, could you just explain to me the reason about it? What changes about these cards to be Tribal?thefiremind wrote:I just noticed something while looking at the first post (sorry if I didn't tell you before, but to be honest it's the first time after a long time that I look carefully into it). Even if it doesn't change the cards' functionality, noncreature cards that have creature types (like Divinity) should have the Tribal type together with their other types.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by Foren » 21 Nov 2013, 13:41
Hey! I've been checking on your mod for a while now but reading the description for each single card was kinda dull. But since you've put a deck together I'd love to try it out
Will wait for the DL link in my messages :3

Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by thefiremind » 21 Nov 2013, 13:51
The reason is explained in this article:NeoAnderson wrote:Hi Firemind thanks for your reply, if you say so i believe you're right, could you just explain to me the reason about it? What changes about these cards to be Tribal?
http://www.wizards.com/Magic/Magazine/A ... eature/426
In short, a sub-type on a card should match with at least one type of that card, that's why Tarfire as "Instant - Goblin" didn't feel right for people at Wizards and they introduced the Tribal type. This way the Goblin sub-type can be matched with the Tribal type.
That said, if you read the beginning of another article:
http://www.wizards.com/magic/magazine/A ... /daily/db5
you see that
In fact when you play with Tarfire, you couldn't care less about it being a Tribal, what matters is that it's a Goblin. Tribal is there just to comply with the rules. So it's up to you to decide if you want to add Tribal or not, I just wanted to let you know that a real Magic card would use Tribal on noncreature cards with creature sub-types....the tribal type itself is just a placeholder, a piece of punctuation that does its job and, ideally, fades away.
See, the tribal card type's purpose is to disappear. Its job, flavorfully, is to not be there at all.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 21 Nov 2013, 14:28
Ok i think i have understand the tiny difference, is just a puntualization, and if i add it make the set more compliant with real MTG rules.
Thanks for this explanaition.
Can i just ask you a little favor?
I am encountering some problem to make this simple code, as you know i am not so able to code cards and your help will be really appreciated, just few lines of code.
I need to store a random filtered card with EffectDC to use it into a Continuos block.
The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
Thanks for this explanaition.
Can i just ask you a little favor?
I am encountering some problem to make this simple code, as you know i am not so able to code cards and your help will be really appreciated, just few lines of code.
I need to store a random filtered card with EffectDC to use it into a Continuos block.
The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
- Code: Select all
<TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
<FILTER filter_id="0">
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
filter:EvaluateObjects()
local oCard = filter:GetRandomEvaluatedObject()
if oCard ~= nil then
filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
end
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
local target = FilteredCard()
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
characteristics:GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return (EffectController() == nil)
</DURATION>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():Exile()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
Last edited by NeoAnderson on 21 Nov 2013, 15:31, edited 1 time in total.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by thefiremind » 21 Nov 2013, 15:23
First of all, it doesn't work because you didn't declare the filter variable. Anyway RiiakShiNal is right, the FILTER block is confusing if you always need to select only 1 card.NeoAnderson wrote:The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
- Code: Select all
<TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
filter:EvaluateObjects()
EffectDC():Set_CardPtr( 0, filter:GetRandomEvaluatedObject() )
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
characteristics:GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectDC():Get_CardPtr(0) == nil
</DURATION>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():Exile()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
Last edited by thefiremind on 21 Nov 2013, 17:03, edited 1 time in total.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 21 Nov 2013, 15:43
Thanks a lot Firemind about the variable declaration You're right, but i had already declared it i just forgot to paste the right code herethefiremind wrote:First of all, it doesn't work because you didn't declare the filter variable. Anyway RiiakShiNal is right, the FILTER block is confusing if you always need to select only 1 card.NeoAnderson wrote:The follow code: doesn't works because the continuos block apply the effect to all the other permanents in play.
So as Riiak has suggested i would make a resolution block where i store the random card into an EffectDC and then use the stored card into the continuos block. I made some trials but without success.
- Code: Select all
<TRIGGERED_ABILITY resource_id="2" replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
filter:EvaluateObjects()
EffectDC():Set_CardPtr( 0, filter:GetRandomEvaluatedObject() )
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6" filter_id="0">
local target = EffectDC():Get_CardPtr(0)
if target ~= nil then
local characteristics = target:GetCurrentCharacteristics()
characteristics:GrantAbility(1)
characteristics:GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectDC():Get_CardPtr(0) == nil
</DURATION>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():Exile()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>

About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right. The only difference is that you are not using filter block and i used a filter block "0" with a resolution block filter_id="0" and i was evaluating the random object into the filter block.
Anyway i tried your code also and it doesn't work, nothing happen when the creature leave the Battlefield initially i thought the problem could be that you left the filter_id="0" into the continuos block declaration but i tried to remove it, nothing changes.
I have made another code that seems to works the only problem i found is that is not a random card it targets following the inverse order of casting.
- Code: Select all
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add (FE_CARD_INSTANCE, OP_NOT, EffectSource() )
filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
filter:EvaluateObjects()
local oCard = filter:GetRandomEvaluatedObject()
if oCard ~= nil then
filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
end
filter:CountStopAt(1)
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:GrantAbility(1)
characteristics:GrantAbility(2)
end
</CONTINUOUS_ACTION>
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by thefiremind » 21 Nov 2013, 17:03
Whoops, sorry, I forgot to remove filter_id="0" from the CONTINUOUS_ACTION. Try to do that to my code and see if it works.NeoAnderson wrote:About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right.
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Re: Age of Dodekatheon - NEW UPDATED 11/19/2013 (144 cards)
by NeoAnderson » 21 Nov 2013, 17:24
Thanks firemind but as i told you before i already tried and it doesn't works! any idea of the possible reasons??thefiremind wrote:Whoops, sorry, I forgot to remove filter_id="0" from the CONTINUOUS_ACTION. Try to do that to my code and see if it works.NeoAnderson wrote:About your code i am sorry to tell you this code doesn't works, i was already trying to use EffectDC in a similar way but i was not sure if was right.
I am testing the follow code but i have undefined behaviours, sometime the propagation works 3 - 4 times, sometimes just 1-2 times, honestly i cannot focus the reason!
- Code: Select all
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add (FE_CARD_INSTANCE, OP_NOT, EffectSource() )
filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
filter:EvaluateObjects()
local oCard = filter:GetRandomEvaluatedObject()
if oCard ~= nil then
filter:Add (FE_CARD_INSTANCE, OP_IS, oCard )
end
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:GrantAbility(1)
characteristics:GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION filter_id="0">
return (FilteredCard() == nil)
</DURATION>
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