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Magic: The Gathering - Duels of the Planeswalkers
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2014




Planeswalker's Complementary Set [MOD]
Moderator: CCGHQ Admins
Re: gorem2k mod
by gorem2k » 06 Aug 2013, 13:12
maybe I will try again with fake planeswalkers sometimes but right now I'm working day and night on Ghostly Prison. it's a total mess, I can't even make the AI deal damage and I had to put all sorts of weird characteristics, an AddPlayScore, full of LinkedDC and other illogical stuff
just to make it pay 2, and well, I'm dead tired of coding! I need a break but I will get back asap. this card is a nightmare I tell you!
here is what I'M talking about....

here is what I'M talking about....
- Ghostly Prison | Open
- Code: Select all
<?xml version='1.0'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="GHOSTLY_PRISON_444275264" />
<CARDNAME text="GHOSTLY_PRISON" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prison fantomale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Prisión fantasmagórica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Gespenstisches Gefängnis]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Prigione Spettrale]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[亡霊の牢獄]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Ghostly Prison]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="444275264" />
<ARTID value="444275264" />
<ARTIST name="Wayne England" />
<CASTING_COST cost="{W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Que la mémoire de nos héros tombés ensorcelle les cœurs violents des impurs. »—Inscription du Grand Seuil de Monserkat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Que el recuerdo de nuestros héroes caídos atrape los corazones violentos de hombres menos valientes.”—Inscripción en el Gran Umbral de Monserkat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Möge die Erinnerung an unsere gefallenen Helden die ungestümen Seelen niederer Männer bändigen.”—Inschrift der Großen Schwelle von Monserkat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Possa il ricordo dei nostri eroi caduti intrappolare i cuori violenti degli uomini inferiori.”—Iscrizione sulla Grande Soglia di Monserkat]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「死せる英雄たちの記憶が、小さき者の逸る心を虜にしますように。」 ――モンザーカットの大門口に刻まれた文句]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“May the memory of our fallen heroes ensnare the violent hearts of lesser men.”—Great Threshold of Monserkat inscription]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="PC2" />
<RARITY metaname="U" />
<TRIGGERED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les créatures ne peuvent pas vous attaquer à moins que leur contrôleur ne paie {2} pour chaque créature qu’il contrôle qui vous attaque.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las criaturas no pueden atacarte a menos que su controlador pague {2} por cada criatura que controla que te está atacando.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturen können dich nicht angreifen, falls ihr Beherrscher nicht für jede dich angreifende Kreatur, die er kontrolliert, {2} bezahlt.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature non possono attaccarti a meno che il loro controllore non paghi {2} per ogni creatura che controlla che ti sta attaccando.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クリーチャーは、それのコントローラーが、そのプレイヤーがコントロールするあなたを攻撃しているクリーチャー1体につき{2}を支払わないかぎり、あなたを攻撃できない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creatures can’t attack you unless their controller pays {2} for each creature he or she controls that’s attacking you.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
local player = TriggerPlayer()
if player:GetTeam() ~= EffectController():GetTeam() and
EffectController():MyTurn() == false and
LinkedDC():Get_Int(1) < 1 and
MTG():GetStep() == STEP_BEGIN_COMBAT then
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, player )
filter:SetZone( ZONE_BATTLEFIELD )
if filter:CountStopAt(1) == 1 then
return true
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = TriggerPlayer()
if player ~= nil then
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, player )
filter:SetZone( ZONE_BATTLEFIELD )
local creatures = filter:Count()
if creatures > 0 then
local filter = ClearFilter()
filter:Add( FE_CARD_NAME, OP_IS, EffectSource() )
filter:Add( FE_CONTROLLER, OP_NOT, player )
filter:SetZone( ZONE_BATTLEFIELD )
local instances = filter:Count()
local max_creatures = 0
local min_cost = (2 * instances)
LinkedDC():Set_Int(0, min_cost)
for i = 0,(creatures-1) do
if player:CanPayManaCost("{" .. min_cost .. "}") then
max_creatures = max_creatures + 1
min_cost = min_cost + min_cost
end
end
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, player )
filter:SetZone( ZONE_BATTLEFIELD )
local i = 0
player:SetItemCount( max_creatures )
while i < max_creatures do
player:SetItemPrompt (i, "CARD_QUERY_CHOOSE_CREATURE_YOU_CONTROL")
i = i + 1
end
player:ChooseItems( EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = TriggerPlayer()
if player ~= nil then
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, player )
filter:SetZone( ZONE_BATTLEFIELD )
local creatures = filter:Count()
if creatures > 0 then
local filter = ClearFilter()
MTG():ClearFilterMark()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add( FE_CONTROLLER, OP_IS, player )
filter:SetZone( ZONE_BATTLEFIELD )
local min_cost = LinkedDC():Get_Int(0)
local total_cost = 0
for i = 0,(creatures-1) do
local target_card = EffectDC():Get_Targets(1):Get_CardPtr(i)
if target_card ~= nil then
target_card:MarkForFilter()
player:AddPlayScore(150)
total_cost = total_cost + min_cost
LinkedDC():Set_Int(1, total_cost)
end
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local player = TriggerPlayer()
if player ~= nil then
local total_cost = LinkedDC():Get_Int(1)
if total_cost ~= 0 then
MTG():MessageAllPlayers("Paying {" .. total_cost .. "}")
player:PayManaCost("{" .. total_cost .. "}")
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
-- unpaid creatures can't attack
<STATIC_ABILITY linked_ability_group="1">
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
filter:Add(FE_CONTROLLER, OP_NOT, EffectController())
</FILTER>
<CONTINUOUS_ACTION layer="8" filter_id="0" linked_ability_group="1">
if FilteredCard() ~= nil then
if EffectController():MyTurn() == false and
MTG():GetStep() > STEP_BEGIN_COMBAT and MTG():GetStep() < STEP_DECLARE_BLOCKERS then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_CANT_ATTACK, 1 )
characteristics:Bool_Set( CHARACTERISTIC_FLYING, 0 )
characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 0 ) -- REMOVE!
end
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectSource() == nil
</DURATION>
</STATIC_ABILITY>
-- paid creature can attack
<STATIC_ABILITY linked_ability_group="1">
<FILTER filter_id="1">
local filter = ClearFilter()
filter:SetMarkedObjectsOnly() -- should also add a condition for native CANT_ATTACK creatures
</FILTER>
<CONTINUOUS_ACTION layer="8" filter_id="1" linked_ability_group="1">
if FilteredCard() ~= nil then
if MTG():GetStep() ~= STEP_DECLARE_BLOCKERS then
local characteristics = FilteredCard():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_CANT_ATTACK, 0 )
characteristics:Bool_Set( CHARACTERISTIC_FLYING, 1 )
characteristics:Bool_Set( CHARACTERISTIC_MUST_ATTACK, 1 ) -- REMOVE!
end
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectSource() == nil
</DURATION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP" pre_trigger="1">
return TriggerPlayer():GetTeam() ~= EffectController():GetTeam() and MTG():GetPhase() ~= PHASE_COMBAT
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = TriggerPlayer()
if player ~= nil then
local filter = ClearFilter()
MTG():ClearFilterMark()
LinkedDC():Int_Clear(0)
LinkedDC():Int_Clear(1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Re: gorem2k mod
by gorem2k » 10 Aug 2013, 06:26
If anybody can help me, I have a problem making an activated ability last forever until game is over.
- Liliana's ultimate ability | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[-6: You get an emblem with “Swamps you control have ‘{T}: Add {B}{B}{B}{B} to your mana pool.’”]]> <COUNTER_REGISTRATION name="Loyalty" proliferate="00" />
<COST type="RemoveCountersSelf" amount="2" counter_type="Loyalty" />
<AVAILABILITY per_turn_limit="1" sorcery_time="1" />
<RESOLUTION_TIME_ACTION>
if EffectController() ~= nil then
EffectController():PlayerDataChest():Int_Set(COMPARTMENT_ID_PLR_REGISTER_0, 1)
end
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</ACTIVATED_ABILITY>
<STATIC_ABILITY active_zone="ZONE_ANYWHERE">
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
filter:Add( FE_ZONE, ZONE_BATTLEFIELD )
filter:SetZone( ZONE_BATTLEFIELD, EffectController() )
</FILTER>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil and EffectController():PlayerDataChest():Int_Get(COMPARTMENT_ID_PLR_REGISTER_0) == 1 then
FilteredCard():GetCurrentCharacteristics():GrantAbility(2)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</STATIC_ABILITY>
<ACTIVATED_ABILITY resource_id="2">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {B}{B}{B}{B} to your mana pool.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
RSN_Produce( "{B}", 4 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
RSN_EliminateExtraManaTokens()
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
DisplayManaPool(EffectController())
</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" />
<TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
</ACTIVATED_ABILITY>
Re: gorem2k mod
by kevlahnota » 10 Aug 2013, 07:36
did you try using "Forever" in DURATION tag?
- Code: Select all
<DURATION simple_duration="Forever" />
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Re: gorem2k mod
by gorem2k » 10 Aug 2013, 08:01
I've tried. Unfortunately, this didn't work here.kevlahnota wrote:did you try using "Forever" in DURATION tag?
- Code: Select all
<DURATION simple_duration="Forever" />
Re: gorem2k mod
by thefiremind » 10 Aug 2013, 09:21
You can't set a duration for a static ability (some official cards do that but it's useless). The best way to do what you want is how I explained in the other topic:
viewtopic.php?f=63&t=11418#p128642
you didn't tell me exactly the effect that you wanted to make so I just answered your question... and on top of that, I made a mistake on the duration, it was supposed to be "FilteredCard() == nil", not "~= nil".
This should work for Liliana's ultimate:
EDIT: Added the missing cleanup.
viewtopic.php?f=63&t=11418#p128642
you didn't tell me exactly the effect that you wanted to make so I just answered your question... and on top of that, I made a mistake on the duration, it was supposed to be "FilteredCard() == nil", not "~= nil".

- Version 2 | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Swamps you control have ‘{T}: Add {B}{B}{B}{B} to your mana pool.’”]]>
<AVAILABILITY per_turn_limit="1" sorcery_time="1" />
<FILTER filter_id="0" reevaluates="1">
local filter = ClearFilter()
filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
</FILTER>
<RESOLUTION_TIME_ACTION>
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr( 0, EffectSource() )
MTG():CreateDelayedTrigger(0, delayDC)
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="6" filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
<DURATION>
return EffectController() == nil
</DURATION>
</ACTIVATED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="0">
<CLEANUP fire_once="1" />
<TRIGGER value="ABILITY_RESOLVED" />
<CONTINUOUS_ACTION layer="8">
local source = EffectDC():Get_CardPtr(0)
if source ~= nil then
source:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
EDIT: Added the missing cleanup.
Last edited by thefiremind on 10 Aug 2013, 16:00, edited 1 time in total.
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Re: gorem2k mod
by drleg3nd » 10 Aug 2013, 10:32
hey gorem ya decks does not show up in my game ? idk if someone shares the same prefix id as yours
Re: gorem2k mod
by gorem2k » 10 Aug 2013, 10:49
I use 444, and I don't think it's an ID issue. maybe I forgot to add file Data_DLC_44_Content_Pack_Enabler.wad in zip ?? I don't rememberdrleg3nd wrote:hey gorem ya decks does not show up in my game ? idk if someone shares the same prefix id as yours

anyway, I will re-up a V5 soon as I just finished doing primary non-combat damage redirection. and also just finished doing a nice looking Vraska the Unseen !!

Re: gorem2k mod
by gorem2k » 10 Aug 2013, 10:52
It worked!!!!!!!!!!!!!!!thefiremind wrote:This should work for Liliana's ultimate:



But, I could activate more than once so my swamps had 2 x Add




Re: gorem2k mod
by thefiremind » 10 Aug 2013, 11:14
Nothing says that. Sure, it's not aesthetically pleasant, but I think it's correct.gorem2k wrote:But, I could activate more than once so my swamps had 2 x Add![]()
![]()
![]()
. should only be able to have one granted ability me think.
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Re: gorem2k mod
by gorem2k » 10 Aug 2013, 15:42
I've found another problem. When I tap a swamp to get mana, (before activating an ability from planeswalker) ---> I can't activate an ability from that planeswalker. this is odd, I thought that the delayed trigger for setting duration would be triggered ONLY when I first activate the ultimate.
Re: gorem2k mod
by thefiremind » 10 Aug 2013, 16:00
I forgot the cleanup in the delayed trigger, now it should be OK.gorem2k wrote:I've found another problem. When I tap a swamp to get mana, (before activating an ability from planeswalker) ---> I can't activate an ability from that planeswalker. this is odd, I thought that the delayed trigger for setting duration would be triggered ONLY when I first activate the ultimate.
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Re: gorem2k mod
by KENOG » 10 Aug 2013, 18:52
Hey gorem,
Does your mod come only as a package of all the decks in it, or can I download just the card core and art, for creating custom decks in RSN's Deck Builder? (My eyes are basically set on those lovely Planeswalkers
)
Thanks anyway
Does your mod come only as a package of all the decks in it, or can I download just the card core and art, for creating custom decks in RSN's Deck Builder? (My eyes are basically set on those lovely Planeswalkers

Thanks anyway

Re: gorem2k mod
by KENOG » 10 Aug 2013, 19:01
Oh, and could you give me some tips for successfully using the Planeswalker cards in game, without breaking their mechanism? What should I watch out for in decks I use them in? (Like avoid certain cards, with certain effects or something?)
Re: gorem2k mod
by gorem2k » 11 Aug 2013, 06:09
right now, every cards that has "each" + "all" + "enchantments" keywords will have unwanted effects. also if an opponent has a planeswalker in play and you cast Slagstorm for example, you won't get the 3 damage if you target his planeswalker! you can still use them all but I've warned you!KENOG wrote:Oh, and could you give me some tips for successfully using the Planeswalker cards in game, without breaking their mechanism? What should I watch out for in decks I use them in? (Like avoid certain cards, with certain effects or something?)

Re: gorem2k mod
by KENOG » 11 Aug 2013, 20:54
I played two duels yesterday midnight, with Liliana of The Dark Realms in my deck. The card was UBER-AWESOME!!!
Fell in love with it. No issues.
However, I saw that you mentioned your new WIP Planeswalkers don't show as Legendary Enchantments in their text anymore. Would it be possible to update the released 4 Planeswalkers with that change? (Personally, having the cards show 'Legendary Enchantment' rather than 'Planeswalker' is the only major problem I have with the cards now, since I have OCD.)
I would be a hundred times happier if that could be implemented.
Regardless, thanks a ton for a successful Planeswalker card. You rock!!

However, I saw that you mentioned your new WIP Planeswalkers don't show as Legendary Enchantments in their text anymore. Would it be possible to update the released 4 Planeswalkers with that change? (Personally, having the cards show 'Legendary Enchantment' rather than 'Planeswalker' is the only major problem I have with the cards now, since I have OCD.)

I would be a hundred times happier if that could be implemented.
Regardless, thanks a ton for a successful Planeswalker card. You rock!!

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