Rockenchick wrote:I have no idea if these cards are even codeable but I noticed some missing fetcher/tutor cards that look good:
Long-Term PlansRiptide ShapeshifterSo, if anyone can code them I'd be grateful.
No clue if they work, but they're done.
Borborigmos wrote:Xander9009 wrote:I've been planning for awhile to extend the dual land functionality to all of the multilands. However, I've had little motivation to take on such a project. It's a simple process, though, if someone wants to give it a shot.
I, unfortunately, don't know anything about coding but if I did i would gladly do it!
If you can think of a way someone like me can help somehow, let me know! hehe
Well, there's still a lot of missing art from Battle for Zendikar. If you want to, you could head over to the last (or maybe second to last) page of the Battle for Zendikar thread and find my list. Save any images you can find for those cards as the filename listed (the "CW######" bits are the filenames).
If you
want to try some simple coding (not saying you should, just as an option), I could explain how to how to make the simple changes necessary to make the other dual lands show what color they're producing.
addict insane wrote:I have a sort of a card request. Please let me know when you've added the pictures to the new slow lands.
Smoldering Marsh and
Prairie Stream are still missing, at least from the update I have.
Also, the slow lands that are not Manual Mana are not adding mana at all. Or at least don't have the option to switch between one mana and the other.
And the new Gideon dies instantly, but I already reported that.
This is all from the CW version I downloaded last Thursday. If you've already fixed those, please let me know.
I did notice the Gideon bug you reported. But no, none of these have been fixed since Thursday as far as I know.
I'm not sure if cards with multiple basic land types work properly or not. I just copied how they were done from another card. They simply have both types and don't have any special code, so they very well might not work. The only way to make them work, in that case, would be to modify every card that references any basic land type to include a fake characteristic and then have those cards grant themselves that fake characteristic in addition to producing mana like other lands. That's a LOT of work, though. I've already done something similar when I fixed
Urborg, Tomb of Yawgmoth and I'm not overly eager to do it again, and this time for all five basic types.