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Formal Request Thread

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Re: Formal Request Thread

Postby Master Necro » 11 Jul 2013, 21:52

thefiremind wrote:
Master Necro wrote:
thefiremind wrote:Bloodrush has different effects depending on the creature, the only standard part is the DiscardSelf cost: if you start from cycling it's not really that hard to make.
Just saw something, actually Bloodrush has the same effect after discard it always says Target attacking creature gets +N/+N until the end of turn.
Well, Rubblehulk isn't a normal +N/+N, and Ghor-Clan Rampager gives trample as well. You could say that those aren't big differences... but then if you know the differences, why do you need help? :lol:
I actually need help in filtering the target definition "Target attacking creature" :oops:
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Re: Formal Request Thread

Postby thefiremind » 11 Jul 2013, 22:24

If I search "target attacking" in the official cards I find Condemn which uses
Code: Select all
filter:Add( FE_IS_ATTACKING, true )
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 03:13

loookaz wrote:i will greatly appreciate it, thanks in advance mate:)

i just wanted to say that
Flickerwisp
and Cloudshift are crucial for me
Cloudshift gave me the most trouble. Just couldn't get the exiled card to come back onto the battlefield. It simply remained exiled forever. Eventually, I realized I should be using Fiend Hunter or Oblivion Ring rather than Lifeline. They all seem to be working now, though.

Armadillo Cloak - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="ARMADILLO_CLOAK_909220498" />
  <CARDNAME text="ARMADILLO_CLOAK" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Armadillo Cloak]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909220498" />
  <ARTID value="909220498" />
  <ARTIST name="Parente" />
  <CASTING_COST cost="{1}{G}{W}" />
  <TYPE metaname="Enchantment" />
  <SUB_TYPE metaname="Aura" />
  <EXPANSION value="ARC" />
  <RARITY metaname="C" />
  <SPELL_ABILITY attach_definition="0">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
   <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_ENCHANT" definition="0" compartment="0" count="1" />
   <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 and EffectSource() ~= nil) then
       EffectSource():Attach( target )
    end
    </RESOLUTION_TIME_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
  </SPELL_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura incantata prende +2/+2 e ha travolgere.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enchanted creature gets +2/+2 and has trample.]]></LOCALISED_TEXT>
   <CONTINUOUS_ACTION layer="7C">
    if EffectSource()~= nil then
       local parent = EffectSource():GetParent()
       if parent ~= nil then
          parent:GetCurrentCharacteristics():Power_Add( 2 )
          parent:GetCurrentCharacteristics():Toughness_Add( 2 )
       end
    end
    </CONTINUOUS_ACTION>
   <CONTINUOUS_ACTION layer="6">
    local parent = EffectSource():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
    end
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta la creatura incantata infligge danno, guadagni un pari ammontare di punti vita.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever enchanted creature deals damage, you gain that much life.]]></LOCALISED_TEXT>
   <TRIGGER value="SOURCE_DEALS_DAMAGE" to_zone="ZONE_ANY" from_zone="ZONE_ANY" damage_type="all">
    if EffectSource() ~= nil then
       return TriggerObject() == EffectSource():GetParent()
    end
    </TRIGGER>
   <RESOLUTION_TIME_ACTION>
    local player = TriggerObjectLKI():GetPlayer()
   local damage = Damage():GetAmount()
   if damage ~= nil then
      EffectController():GainLife( damage )
   end
   </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
</CARD_V2>
Qasali Pridemage - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="QASALI_PRIDEMAGE_909249405" />
  <CARDNAME text="QASALI_PRIDEMAGE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Qasali Pridemage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bandemage qasali]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mago de manada qasali]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Qasal-Rudelmagier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Mago del Branco di Qasal]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Qasali Pridemage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Qasali Pridemage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Qasali Pridemage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Qasali Pridemage]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909249405" />
  <ARTID value="909249405" />
  <ARTIST name="Chris Rahn" />
  <CASTING_COST cost="{G}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[An elder in one pride, of the Sigiled caste in another.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Un doyen dans une bande, un membre de la caste Sigillée dans une autre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Anciano en una manada, de la casta con sellos en la otra.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[In einem Rudel ein Ältester, in einem anderen in der Siegel-Kaste.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un venerando in un branco, un membro della casta dei Sigilli in un altro.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[An elder in one pride, of the Sigiled caste in another.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[An elder in one pride, of the Sigiled caste in another.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[An elder in one pride, of the Sigiled caste in another.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[An elder in one pride, of the Sigiled caste in another.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Cat" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="DDH" />
  <RARITY metaname="C" />
  <POWER value="2" />
  <TOUGHNESS value="2" />
  <TRIGGERED_ABILITY badge="BADGE_EXALTED">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exalted]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exaltation]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Exaltado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Edelmut]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esaltato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[賛美]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[고귀]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Повышение]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exaltado]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING_ALONE" simple_qualifier="objectyoucontrol" />
    <CONTINUOUS_ACTION layer="7C">
    if TriggerObject() ~= nil then
       local characteristics = TriggerObject():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Power_Add( 1 )
          characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}, sacrifiez le Bandemage qasali : Détruisez l’artefact ou l’enchantement ciblé.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}, sacrificar el Mago de manada qasali: Destruye el artefacto o encantamiento objetivo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}, opfere den Qasal-Rudelmagier: Zerstöre ein Artefakt oder eine Verzauberung deiner Wahl.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}, Sacrifica il Mago del Branco di Qasal: Distruggi un artefatto o un incantesimo bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}, Sacrifice Qasali Pridemage: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
   <COST mana_cost="{1}" type="Mana" />
   <COST type="SacrificeSelf" />
   <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_OR_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
    </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>
  <HELP title="MORE_INFO_BADGE_TITLE_33" body="MORE_INFO_BADGE_BODY_33" 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>
Sun Titan - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SUN_TITAN_909241833" />
  <CARDNAME text="SUN_TITAN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sun Titan]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Titan solaire]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Titán solar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sonnen-Titan]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Titano Solare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[太陽のタイタン]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sun Titan]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Титан Солнца]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Titã de Sol]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909241833" />
  <ARTID value="909241833" />
  <ARTIST name="Todd Lockwood" />
  <CASTING_COST cost="{4}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[A blazing sun that never sets.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Un soleil brûlant qui ne se couche jamais.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Un sol ardiente que nunca se pone.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Eine brennende Sonne, die nie untergeht.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Un sole cocente che non tramonta mai.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[沈まない燃え盛る太陽。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[A blazing sun that never sets.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ослепительное солнце, которое никогда не заходит.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Um sol flamejante que nunca se põe.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Giant" />
  <EXPANSION value="M12" />
  <RARITY metaname="M" />
  <POWER value="6" />
  <TOUGHNESS value="6" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vigilancia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wachsamkeit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cautela]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[警戒]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[경계]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Бдительность]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vigilância]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_VIGILANCE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois que le Titan solaire arrive sur le champ de bataille ou qu’il attaque, vous pouvez renvoyer sur le champ de bataille depuis votre cimetière une carte de permanent ciblée avec un coût converti de mana inférieur ou égal à 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que el Titán solar entre al campo de batalla o ataque, puedes regresar la carta de permanente objetivo con coste de maná convertido de 3 o menos de tu cementerio al campo de batalla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn der Sonnen-Titan ins Spiel kommt oder angreift, kannst du eine bleibende Karte deiner Wahl mit umgewandelten Manakosten von 3 oder weniger aus deinem Friedhof ins Spiel bringen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta il Titano Solare entra nel campo di battaglia o attacca, puoi rimettere sul campo di battaglia una carta permanente bersaglio con costo di mana convertito pari o inferiore a 3 dal tuo cimitero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[太陽のタイタンが戦場に出るか攻撃するたび、あなたの墓地にある点数で見たマナ・コストが3以下のパーマネント・カード1枚を対象とする。あなたはそれを戦場に戻してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with converted mana cost 3 or less from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз когда Титан Солнца выходит на поле битвы или атакует, вы можете вернуть целевую карту перманента с конвертированной мана-стоимостью 3 или меньше из вашего кладбища на поле битвы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Titã de Sol entra no campo de batalha ou ataca, você pode devolver o card de permanente alvo com custo de mana convertido menor ou igual a 3 de seu cemitério ao campo de batalha.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <TRIGGER value="ATTACKING" simple_qualifier="self" />
   <MAY />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
   filter:SetZone( ZONE_GRAVEYARD, EffectController() )
   filter:Add( FE_CMC, OP_LESS_THAN_OR_EQUAL_TO, 3 )
   local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
    </TARGET_DEFINITION>
   <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT_RETURN_TO_BATTLEFIELD" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
   filter:SetZone( ZONE_GRAVEYARD, EffectController() )
   filter:Add( FE_CMC, OP_LESS_THAN_OR_EQUAL_TO, 3 )
   local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
      subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND)
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>   
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_13" body="MORE_INFO_BADGE_BODY_13" 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>
Flickerwisp - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="FLICKERWISP_909370449" />
  <CARDNAME text="FLICKERWISP" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Flickerwisp]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909370449" />
  <ARTID value="909370449" />
  <ARTIST name="Jeremy Enecio" />
  <CASTING_COST cost="{1}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Its wings disturb more than air.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Elemental" />
  <EXPANSION value="MMA" />
  <RARITY metaname="U" />
  <POWER value="3" />
  <TOUGHNESS value="1" />
  <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 linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Guizzo Incorporeo entra nel campo di battaglia, esilia un altro permanente bersaglio. Rimetti quella carta nel campo di battaglia sotto il controllo del suo proprietario all’inizio della prossima sottofase finale.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Flickerwisp enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner’s control at the beginning of the next end step.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <TARGET tag="CARD_QUERY_CHOOSE_CARD_TO_EXILE" definition="0" compartment="0" count="1" />
   <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
   filter:Add( FE_IS_PERMANENT, true )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       LinkedDC():Set_CardPtr(0, target)
       LinkedDC():Protect_CardPtr(0)
       target:Exile()
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
   <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_END_OF_TURN
    </TRIGGER>
   <INTERVENING_IF>
   local target = LinkedDC():Get_CardPtr(0)
   return target ~= nil
   </INTERVENING_IF>
   <CLEANUP fire_once="1" />
   <RESOLUTION_TIME_ACTION>
    local target = LinkedDC():Get_CardPtr(0)
    if target ~= nil then
       target:PutOntoBattlefield( target:GetOwner() )
    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>
Cloudshift - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="CLOUDSHIFT_909240006" />
  <CARDNAME text="CLOUDSHIFT" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cloudshift]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Changenuage]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Nebuliformar]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wolkenverschiebung]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nubiscarto]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[雲隠れ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[일시 증발]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сдвиг Облаков]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Desvio Nebular]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909240006" />
  <ARTID value="909240006" />
  <ARTIST name="Howard Lyon" />
  <CASTING_COST cost="{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Even storm clouds bow to worship Avacyn.”
—Elder Rimheit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Même les nuages d’orage s’inclinent pour vénérer Avacyn. »
—Doyenne Rimheit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Hasta las nubes de tormenta se inclinan en reverencia a Avacyn.”
—Anciana Rimheit]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Sogar die Sturmwolken verneigen sich ehrfürchtig vor Avacyn.”
—Rimhild die Weise]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Persino le nubi più minacciose s’inchinano al volere di Avacyn.”
—Rimheit l’Anziana]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「嵐雲までもが伏してアヴァシンを崇めておる。」
――古老リムハイト]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“먹구름마저 아바신을 경배하며 고개를 숙이는구나.”
—장로 림하이트]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Даже грозовые облака склоняются пред Авациной».
— старейшина Римхайт]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Até as nuvens de tempestade se curvam em veneração a Avacyn.”
— Anciã Rimheit]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Instant" />
  <EXPANSION value="AVR" />
  <RARITY metaname="C" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exile target creature you control, then return that card to the battlefield under your control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exilez une créature ciblée que vous contrôlez, puis renvoyez cette carte sur le champ de bataille sous votre contrôle.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Exilia la criatura objetivo que controles y luego regresa esa carta al campo de batalla bajo tu control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schicke eine Kreatur deiner Wahl, die du kontrollierst, ins Exil und bringe diese Karte dann unter deiner Kontrolle ins Spiel zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esilia una creatura bersaglio che controlli, poi rimetti quella carta sul campo di battaglia sotto il tuo controllo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするクリーチャー1体を対象とし、それを追放し、その後そのカードをあなたのコントロール下で戦場に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 생물 한 개를 목표로 정한다. 그 생물을 추방한 후 당신의 조종하에 전장으로 되돌린다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Изгоните целевое существо под вашим контролем, затем верните ту карту на поле битвы под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exile uma criatura alvo que você controla e depois devolva aquele card ao campo de batalha sob seu controle.]]></LOCALISED_TEXT>
   <TARGET tag="CARD_QUERY_CHOOSE_CARD_TO_EXILE_AND_RETURN" 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_CONTROLLER, OP_IS, EffectController() )
    </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       EffectDC():Get_Targets(0):Protect_CardPtr(0)
       target:Exile()
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:PutOntoBattlefield( EffectController() )
    end 
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
</CARD_V2>
Noble Hierarch - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="NOBLE_HIERARCH_909179434" />
  <CARDNAME text="NOBLE_HIERARCH" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Noble Hierarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Noble hiérarche]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Jerarca noble]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Edle Hierarchin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gerarca Nobile]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[貴族の教主]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Noble Hierarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Благородный Иерарх]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hierarca Nobre]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909179434" />
  <ARTID value="909179434" />
  <ARTIST name="Mark Zug" />
  <CASTING_COST cost="{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[She protects the sacred groves from blight, drought, and the Unbeholden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Elle protège les vergers sacrés contre la peste, la sècheresse et les Insoumis.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ella protege las arboledas sagradas de inundaciones, sequía y de los Ignorados.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sie beschützt die heiligen Haine vor Mehltau, Dürren und den Unwürdigen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Protegge i boschetti sacri dall’avvizzimento, dalla siccità e dagli Ingrati.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼女は聖なる木立を、疫病や旱魃や下層の人々から守っている。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[She protects the sacred groves from blight, drought, and the Unbeholden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Она защищает священные рощи от болезней, засухи и касты «невидимых».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ela protege os bosques sagrados contra pragas, aridez e os Desocupados.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Druid" />
  <EXPANSION value="CON" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="1" />
  <TRIGGERED_ABILITY badge="BADGE_EXALTED">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exalted]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exaltation]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Exaltado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Edelmut]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esaltato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[賛美]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[고귀]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Повышение]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exaltado]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING_ALONE" simple_qualifier="objectyoucontrol" />
    <CONTINUOUS_ACTION layer="7C">
    if TriggerObject() ~= nil then
       local characteristics = TriggerObject():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Power_Add( 1 )
          characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G}, {W}, or {U} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G}, {W} ou {U} à votre réserve.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G}, {W}, o {U} a tu reserva de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}, {W} oder {U}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G}, {W} o {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}か{W}か{U}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {G}, {W}, or {U} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G}, {W} или {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G}, {W} ou {U} à sua reserva de mana.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_G" index="1" />
         <MODE tag="RSN_MODE_PRODUCE_W" index="2" />
         <MODE tag="RSN_MODE_PRODUCE_U" index="3" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{G}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
         RSN_Produce( "{W}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="3">
         RSN_Produce( "{U}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{G}{W}{U}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local nDefaultColour = COLOUR_GREEN
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               local nColour = RSN_GetLastProducedColour()
               if (nColour ~= COLOUR_COLOURLESS) then
                  oCharacteristics:GrantAbility( nColour )
               else
                  oCharacteristics:GrantAbility( nDefaultColour )
               end
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
  <HELP title="MORE_INFO_BADGE_TITLE_33" body="MORE_INFO_BADGE_BODY_33" 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>
Last edited by Xander9009 on 13 Jul 2013, 01:10, edited 3 times in total.
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 03:15

Swords to Plowshares - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SWORDS_TO_PLOWSHARES_909202462" />
  <CARDNAME text="SWORDS_TO_PLOWSHARES" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Swords to Plowshares]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909202462" />
  <ARTID value="909202462" />
  <ARTIST name="Jeff A. Menges" />
  <CASTING_COST cost="{W}" />
  <TYPE metaname="Instant" />
  <EXPANSION value="ME4" />
  <RARITY metaname="U" />
  <SPELL_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esilia una creatura bersaglio. Il suo controllore guadagna punti vita pari alla sua forza.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exile target creature. Its controller gains life equal to its power.]]></LOCALISED_TEXT>
   <TARGET tag="CARD_QUERY_CHOOSE_CARD_TO_PLOW" definition="0" compartment="0" count="1" />
   <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
       local controller = target:GetPlayer()
       EffectDC():Set_PlayerPtr(1, controller)
    end
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:GetController():GainLife( target:GetCurrentPower() )
       target:Exile()
    end
    </RESOLUTION_TIME_ACTION>
   <SFX text="TARGET_ANGEL_PLAY" />
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </SPELL_ABILITY>
</CARD_V2>
Emeria, the Sky Ruin - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="EMERIA_THE_SKY_RUIN_909190414" />
  <CARDNAME text="EMERIA_THE_SKY_RUIN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Emeria, the Sky Ruin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éméria, la Ruine Céleste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Emeria, la Ruina Celeste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Emeria, die Himmelsruine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Emeria, la Rovina del Cielo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[空の遺跡、エメリア]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Emeria, the Sky Ruin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эмерия, Небесные Руины]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Emeria, a Ruína Celeste]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909190414" />
  <ARTID value="909190414" />
  <ARTIST name="Jaime Jones" />
  <CASTING_COST cost="" />
  <TYPE metaname="Land" />
  <EXPANSION value="ZEN" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Emeria, the Sky Ruin enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éméria, la Ruine Céleste arrive sur le champ de bataille engagée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Emeria, la Ruina Celeste, entra al campo de batalla girada.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Emeria, die Himmelsruine, kommt getappt ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Emeria, la Rovina del Cielo entra nel campo di battaglia TAPpata.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[空の遺跡、エメリアはタップ状態で戦場に出る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Emeria, the Sky Ruin enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эмерия, Небесные Руины выходит на поле битвы повернутой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Emeria, a Ruína Celeste, entra no campo de batalha virado.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
   <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, si vous contrôlez au moins sept plaines, vous pouvez renvoyer une carte de créature ciblée de votre cimetière sur le champ de bataille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, si controlas siete o más llanuras, puedes regresar al campo de batalla la carta de criatura objetivo de tu cementerio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst zu Beginn deines Versorgungssegments eine Kreaturenkarte deiner Wahl aus deinem Friedhof ins Spiel zurückbringen, falls du sieben oder mehr Ebenen kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, se controlli sette o più Pianure, puoi rimettere sul campo di battaglia una carta creatura bersaglio dal tuo cimitero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたが7つ以上の平地をコントロールしている場合、あなたの墓地にあるクリーチャー・カード1枚を対象とし、それを戦場に戻してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки, если под вашим контролем есть не менее семи Равнин, вы можете вернуть целевую карту существа из вашего кладбища на поле битвы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, se controlar sete ou mais Planícies, você poderá devolver o card de criatura alvo de seu cemitério ao campo de batalha.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
      <INTERVENING_IF>
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_PLAINS )
    filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
    return filter:CountStopAt(7) == 7
    </INTERVENING_IF>
      <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_RETURN_TO_YOUR_HAND" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
   <MAY />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_Produce( "{W}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{W}" )
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_W" />
 
</CARD_V2>
The two that produce mana are using RiiakShiNal's Manual Mana. So, it's required for them to work. In case you don't like that, the following ones don't. I haven't tested them very well, but they should work. Let me know if they don't. While they won't require RSN's manual mana functions, they will have issues which are unavoidable such as the fact that changing the mana produced by the noble will count as activating an ability (since that's exactly what it is). There's a reason RiiakShiNal made his mana functions :) So, if you don't mind the dependency, use the ones above. But, if you must, these should be dependency free.
Noble Hierarch | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="NOBLE_HIERARCH_909179434" />
  <CARDNAME text="NOBLE_HIERARCH" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Noble Hierarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Noble hiérarche]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Jerarca noble]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Edle Hierarchin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gerarca Nobile]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[貴族の教主]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Noble Hierarch]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Благородный Иерарх]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Hierarca Nobre]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909179434" />
  <ARTID value="909179434" />
  <ARTIST name="Mark Zug" />
  <CASTING_COST cost="{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[She protects the sacred groves from blight, drought, and the Unbeholden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Elle protège les vergers sacrés contre la peste, la sècheresse et les Insoumis.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Ella protege las arboledas sagradas de inundaciones, sequía y de los Ignorados.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sie beschützt die heiligen Haine vor Mehltau, Dürren und den Unwürdigen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Protegge i boschetti sacri dall’avvizzimento, dalla siccità e dagli Ingrati.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼女は聖なる木立を、疫病や旱魃や下層の人々から守っている。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[She protects the sacred groves from blight, drought, and the Unbeholden.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Она защищает священные рощи от болезней, засухи и касты «невидимых».]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ela protege os bosques sagrados contra pragas, aridez e os Desocupados.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Druid" />
  <EXPANSION value="CON" />
  <RARITY metaname="R" />
  <POWER value="0" />
  <TOUGHNESS value="1" />
  <TRIGGERED_ABILITY badge="BADGE_EXALTED">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Exalted]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Exaltation]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Exaltado.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Edelmut]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Esaltato]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[賛美]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[고귀]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Повышение]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Exaltado]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING_ALONE" simple_qualifier="objectyoucontrol" />
    <CONTINUOUS_ACTION layer="7C">
    if TriggerObject() ~= nil then
       local characteristics = TriggerObject():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Power_Add( 1 )
          characteristics:Toughness_Add( 1 )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY forced_skip="1" linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {G}, {W}, or {U} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {G}, {W} ou {U} à votre réserve.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {G}, {W}, o {U} a tu reserva de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {G}, {W} oder {U}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {G}, {W} o {U} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{G}か{W}か{U}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {G}, {W}, or {U} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {G}, {W} или {U} в ваше хранилище маны.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {G}, {W} ou {U} à sua reserva de mana.]]></LOCALISED_TEXT>
   <AVAILABILITY>
    return Object():IsTapped() == false
    </AVAILABILITY>
   <MODE_SELECT tag="CARD_QUERY_MC_CHOOSE_MODE">
      <MODE tag="MANA_GREEN" index="1" />
      <MODE tag="MANA_WHITE" index="2" />
      <MODE tag="MANA_BLUE" index="3" />
   </MODE_SELECT>
   <RESOLUTION_TIME_ACTION mode="1">
   LinkedDC():Set_Int(0, 2 )
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="2">
   LinkedDC():Set_Int(0, 3 )
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION mode="3">
   LinkedDC():Set_Int(0, 4 )
   </RESOLUTION_TIME_ACTION>
   <SFX text="null_activated_ability" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY linked_ability_group="1">
   <CONTINUOUS_ACTION layer="6">
    local chosen_mode = LinkedDC():Get_Int(0)
    local effectSource = Object()
    local characteristics = effectSource:GetCurrentCharacteristics()
    if effectSource ~= nil then
       if chosen_mode ~= nil then
          characteristics:GrantAbility(chosen_mode)
        end
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <MANA_ABILITY resource_id="2">
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="4">
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_33" body="MORE_INFO_BADGE_BODY_33" 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>
Emeria, the Sky Ruin | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="EMERIA_THE_SKY_RUIN_909190414" />
  <CARDNAME text="EMERIA_THE_SKY_RUIN" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Emeria, the Sky Ruin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éméria, la Ruine Céleste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Emeria, la Ruina Celeste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Emeria, die Himmelsruine]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Emeria, la Rovina del Cielo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[空の遺跡、エメリア]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Emeria, the Sky Ruin]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эмерия, Небесные Руины]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Emeria, a Ruína Celeste]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909190414" />
  <ARTID value="909190414" />
  <ARTIST name="Jaime Jones" />
  <CASTING_COST cost="" />
  <TYPE metaname="Land" />
  <EXPANSION value="ZEN" />
  <RARITY metaname="R" />
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Emeria, the Sky Ruin enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Éméria, la Ruine Céleste arrive sur le champ de bataille engagée.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Emeria, la Ruina Celeste, entra al campo de batalla girada.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Emeria, die Himmelsruine, kommt getappt ins Spiel.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Emeria, la Rovina del Cielo entra nel campo di battaglia TAPpata.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[空の遺跡、エメリアはタップ状態で戦場に出る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Emeria, the Sky Ruin enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Эмерия, Небесные Руины выходит на поле битвы повернутой.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Emeria, a Ruína Celeste, entra no campo de batalha virado.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
   <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
        TriggerObject():Tap()
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, si vous contrôlez au moins sept plaines, vous pouvez renvoyer une carte de créature ciblée de votre cimetière sur le champ de bataille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, si controlas siete o más llanuras, puedes regresar al campo de batalla la carta de criatura objetivo de tu cementerio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du kannst zu Beginn deines Versorgungssegments eine Kreaturenkarte deiner Wahl aus deinem Friedhof ins Spiel zurückbringen, falls du sieben oder mehr Ebenen kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, se controlli sette o più Pianure, puoi rimettere sul campo di battaglia una carta creatura bersaglio dal tuo cimitero.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたが7つ以上の平地をコントロールしている場合、あなたの墓地にあるクリーチャー・カード1枚を対象とし、それを戦場に戻してもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки, если под вашим контролем есть не менее семи Равнин, вы можете вернуть целевую карту существа из вашего кладбища на поле битвы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, se controlar sete ou mais Planícies, você poderá devolver o card de criatura alvo de seu cemitério ao campo de batalha.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
      <INTERVENING_IF>
    local filter = ClearFilter()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_PLAINS )
    filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
    return filter:CountStopAt(7) == 7
    </INTERVENING_IF>
      <TARGET tag="CARD_QUERY_CHOOSE_A_CREATURE_TO_RETURN_TO_YOUR_HAND" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:PutOntoBattlefield( EffectController() )
    end
    </RESOLUTION_TIME_ACTION>
   <MAY />
  </TRIGGERED_ABILITY>
  <MANA_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {W} à votre réserve.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {W} a tu reserva de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {W}.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {W} alla tua riserva di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{W}を加える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Добавьте {W} в ваше хранилище маны.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {W} à sua reserva de mana.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PRODUCES amount="{W}" />
   </MANA_ABILITY> 
</CARD_V2>
Last edited by Xander9009 on 13 Jul 2013, 01:06, edited 1 time in total.
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 03:26

Hey, firemind, do you think Sen Triplets is possible? Someone requested it, but I don't know if it can be done, let alone how. The code I did so far is posted, but it's only half done (I stopped when I realized I wouldn't be able to do it). If it can be done, how might I go about it?

Here's the post with the half-done code.
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Re: Formal Request Thread

Postby BloodReyvyn » 12 Jul 2013, 08:37

I'd also like to know if Sisters of Stone Death can be coded yet. I haven't found any way yet to make a creature block a specific creature, just the usual "Must be blocked if able" ability.
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Re: Formal Request Thread

Postby Master Necro » 12 Jul 2013, 11:10

Could anyone please take a look at these cards they refuse to work properly and I have been looking at them for hours and I'm going crazy. :mrgreen:
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Boros Cards.rar
Please help
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Re: Formal Request Thread

Postby thefiremind » 12 Jul 2013, 11:43

Xander9009 wrote:Hey, firemind, do you think Sen Triplets is possible?
The problem with Sen Triplets is that you can't make a player play with his hand revealed. We talked about this in a previous game, and the only idea that we had was to grant Sen Triplets an ability like "{0}: Look at the chosen player's hand. Any player may activate this ability". This would carry all the approximation problems that mana tokens were carrying before RiiakShiNal's implementation (i.e. Burning-Tree Shaman would punish you for using that ability).

BloodReyvyn wrote:I'd also like to know if Sisters of Stone Death can be coded yet. I haven't found any way yet to make a creature block a specific creature, just the usual "Must be blocked if able" ability.
That's exactly the problem, and I'm always sad to see that there's no support for "creature A must block creature B if able" because I like that card a lot.

Master Necro wrote:Could anyone please take a look at these cards they refuse to work properly and I have been looking at them for hours and I'm going crazy. :mrgreen:
I could miss something: I'm giving them a quick look.
  • Bathe in Light, Surge of Zeal: you are missing filter_id="0" on the FILTER (0 is the default so you could avoid to specify it, but get used to do that anyway :lol:) and on the CONTINUOUS_ACTION that needs to use the filter (it's mandatory there).
  • Boros Mastiff, Daring Skyjek, Ordruun Veteran, Vojek Halberdiers: what you are doing in the FILTER is the trigger condition so it doesn't belong there. Besides, the condition has a little flaw: the controller of the creatures doesn't matter. This makes a difference in 2HG where your ally's creatures will attack together with yours.
    Code: Select all
        <TRIGGER value="ATTACKING" simple_qualifier="self">
        local filter = ClearFilter()
        filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
        filter:Add( FE_IS_ATTACKING, OP_IS, true )
        return filter:CountStopAt(3) == 3
        </TRIGGER>
        <CONTINUOUS_ACTION layer="7C">
        if EffectSource() ~= nil then
           -- do what you need
        end
        </CONTINUOUS_ACTION>
  • Wojek Siren: be careful when copy-pasting...
    Code: Select all
        <RESOLUTION_TIME_ACTION filter_id="0">
        if FilteredCard() ~= nil then
           local characteristics = target:GetCurrentCharacteristics()
           characteristics:Power_Add( 1 )
           characteristics:Toughness_Add( 1 )
        end
        </RESOLUTION_TIME_ACTION>
    You are pumping only the target here.
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Re: Formal Request Thread

Postby MC Brodie » 12 Jul 2013, 12:22

thefiremind wrote:If I search "target attacking" in the official cards I find Condemn...
Is there an easy way to do this? One of the hold ups I had when I was trying to mod was trying to remember card names so I could see how they were modded. My workaround wasn't that bad but a quick search method would help a lot if I wanted to try and make a 2014 deck
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Re: Formal Request Thread

Postby thefiremind » 12 Jul 2013, 12:34

MC Brodie wrote:
thefiremind wrote:If I search "target attacking" in the official cards I find Condemn...
Is there an easy way to do this? One of the hold ups I had when I was trying to mod was trying to remember card names so I could see how they were modded. My workaround wasn't that bad but a quick search method would help a lot if I wanted to try and make a 2014 deck
Keep a folder with all cards (official, and modded if you want) and use DepecheView on that folder: it's a tool that opens all text files in a folder together and allows easy search inside them. A freeware version is available, which is more than enough for this purpose. Search on Google, it's easy to find.
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Re: Formal Request Thread

Postby Master Necro » 12 Jul 2013, 12:35

thefiremind wrote:
Xander9009 wrote:Hey, firemind, do you think Sen Triplets is possible?
The problem with Sen Triplets is that you can't make a player play with his hand revealed. We talked about this in a previous game, and the only idea that we had was to grant Sen Triplets an ability like "{0}: Look at the chosen player's hand. Any player may activate this ability". This would carry all the approximation problems that mana tokens were carrying before RiiakShiNal's implementation (i.e. Burning-Tree Shaman would punish you for using that ability).

BloodReyvyn wrote:I'd also like to know if Sisters of Stone Death can be coded yet. I haven't found any way yet to make a creature block a specific creature, just the usual "Must be blocked if able" ability.
That's exactly the problem, and I'm always sad to see that there's no support for "creature A must block creature B if able" because I like that card a lot.

Master Necro wrote:Could anyone please take a look at these cards they refuse to work properly and I have been looking at them for hours and I'm going crazy. :mrgreen:
I could miss something: I'm giving them a quick look.
  • Bathe in Light, Surge of Zeal: you are missing filter_id="0" on the FILTER (0 is the default so you could avoid to specify it, but get used to do that anyway :lol:) and on the CONTINUOUS_ACTION that needs to use the filter (it's mandatory there).
  • Boros Mastiff, Daring Skyjek, Ordruun Veteran, Vojek Halberdiers: what you are doing in the FILTER is the trigger condition so it doesn't belong there. Besides, the condition has a little flaw: the controller of the creatures doesn't matter. This makes a difference in 2HG where your ally's creatures will attack together with yours.
    Code: Select all
        <TRIGGER value="ATTACKING" simple_qualifier="self">
        local filter = ClearFilter()
        filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE  )
        filter:Add( FE_IS_ATTACKING, OP_IS, true )
        return filter:CountStopAt(3) == 3
        </TRIGGER>
        <CONTINUOUS_ACTION layer="7C">
        if EffectSource() ~= nil then
           -- do what you need
        end
        </CONTINUOUS_ACTION>
  • Wojek Siren: be careful when copy-pasting...
    Code: Select all
        <RESOLUTION_TIME_ACTION filter_id="0">
        if FilteredCard() ~= nil then
           local characteristics = target:GetCurrentCharacteristics()
           characteristics:Power_Add( 1 )
           characteristics:Toughness_Add( 1 )
        end
        </RESOLUTION_TIME_ACTION>
    You are pumping only the target here.
Thank you as always! :)

But I have bad news also, Aurelia from this post, http://www.slightlymagic.net/forum/memberlist.php?mode=viewprofile&u=12552

Does not work.

Here is the code:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="13">
  <FILENAME text="AURELIA_THE_WARLEADER_17366448" />
  <CARDNAME text="AURELIA_THE_WARLEADER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17366448" />
  <ARTID value="A366448" />
  <ARTIST name="Slawomir Maniak" />
  <CASTING_COST cost="{2}{R}{R}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Angel" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="3" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_VIGILANCE" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_HASTE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self">
    local interrogation = MTG():ClearInterrogationQuery()
    interrogation:SetObject( EffectSource() )
    return interrogation:Test(INTERROGATE_ATTACKS, INTERROGATE_THIS_TURN, 2) &lt; 2
    </TRIGGER>
    <FILTER filter_id="0">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
       FilteredCard():Untap()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    MTG():TakeAdditionalPhase(PHASE_COMBAT)
    </RESOLUTION_TIME_ACTION>
    <SFX text="GLOBAL_WARP_PLAY" />
  </TRIGGERED_ABILITY>
  <SEALED_HEURISTICS score_modifier="1150" />
  <SFX text="COMBAT_ANGEL_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_ANGEL_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby Siggi » 12 Jul 2013, 13:41

Would love to see
Platinum Angel and
Abyssal Persecutor for 2014
thanks very much
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 13:43

thefiremind wrote:Keep a folder with all cards (official, and modded if you want) and use DepecheView on that folder: it's a tool that opens all text files in a folder together and allows easy search inside them. A freeware version is available, which is more than enough for this purpose. Search on Google, it's easy to find.
Well, that's useful. I've just been using RiiakShiNal's deck builder to search for abilities. But that doesn't get me functions or examples of functions. Very useful :)

thefiremind wrote:The problem with Sen Triplets is that you can't make a player play with his hand revealed. We talked about this in a previous game, and the only idea that we had was to grant Sen Triplets an ability like "{0}: Look at the chosen player's hand. Any player may activate this ability". This would carry all the approximation problems that mana tokens were carrying before RiiakShiNal's implementation (i.e. Burning-Tree Shaman would punish you for using that ability).
So I was doing it the same failed way that was tried before. Alright.
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Re: Formal Request Thread

Postby RiiakShiNal » 12 Jul 2013, 13:46

Xander9009 wrote:Well, that's useful. I've just been using RiiakShiNal's deck builder to search for abilities. But that doesn't get me functions or examples of functions. Very useful :)
Actually it can get you functions or examples of functions if you use the Advanced filters. You set an advanced filter on Card XML and filter for a function, part of a function, or some other keyword and it will show just those cards that match your filter then you can right-click and "View Card" and it will show you the entire card XML.
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Re: Formal Request Thread

Postby Xander9009 » 12 Jul 2013, 13:52

RiiakShiNal wrote:
Xander9009 wrote:Well, that's useful. I've just been using RiiakShiNal's deck builder to search for abilities. But that doesn't get me functions or examples of functions. Very useful :)
Actually it can get you functions or examples of functions if you use the Advanced filters. You set an advanced filter on Card XML and filter for a function, part of a function, or some other keyword and it will show just those cards that match your filter then you can right-click and "View Card" and it will show you the entire card XML.
I looked for something like that in the advanced filters, but I didn't see it. Of course, now that I know it's there, it's easy to find lol :)
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