This one?
viewtopic.php?f=109&t=17714&start=15#p186495Also, update: I've gotten Awaken working. It does everything it's supposed to do EXCEPT allow the cost to be reduced and only/always allow it to be cast when it should be. It should allow the cost to be reduced according to the rules, I think, but it doesn't, and I don't think that's possible. The timing is tricky. I thought I had one working at one point, but I lost that copy of the card and couldn't get it working the same. It'll allow instants to be cast any time and it'll allow sorceries to be cast only if it "IsSorceryTime()". I based it on the code Neo made for overload. It consists of a series of checks which grant it one of two abilities.
One thing I was worried about was that the engine doesn't support separate duration tags inside a single ability, so all continuous actions must have the same duration. This meant that for cards to work that had an EOT clause or something, they had to be made more complicated by putting that part of the ability in a separate, delayed-trigger ability so they wouldn't interfere with one another. However, a realization hit me that the overload ability is like that because the main ability targets and the other ability doesn't; the two have different, mutually exclusive effects. Awaken, however, has one effect which will always happen, and the additional one which sometimes will. So, I reworked it a bit, and it's now not only a bit simpler, but the main ability is now properly in its own tag. This means that future awaken cards will be a snap to code, because the awaken ability now fully works right out of the generator. Only the main ability may need coded if it was too complicated. (A note, just for future reference, compartment 0 is in use by the awaken ability. Targets and other things should avoid that, even in their main ability. I don't know why this mattered, but
Mire's Malice didn't work until the two completely separate abilities used different compartments for their targets.)
I'm testing the last few changes now (those changes being the compartment issues mentioned above). All awaken cards as well as
Halimar Tidecaller are uploaded and should be available in the next repack, which I'll force when I get the last of the cards added.
Directly to fallenangle, Chakan, and Misplay: if you have cards you haven't uploaded, you should upload them or send them to me when you get the chance. I'm trying to get it packed and uploaded with all of the cards (minus the impossible
Zada, Hedron Grinder) by the end of today. It's already this close to being ready. Might as well beat the official release if we can haha. While the official developers are delaying the release of 150 of the cards in Magic Duels, we'll have all ~250 available now.

(
Sorry. I'm just really amused by that.)