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Magic Duels tests and results
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Re: Magic Duels tests and results
by Tejahn » 03 May 2016, 00:01
- Tamiyo, the Moon Sage - In the Deck Builder
- Tamiyo, the Moon Sage - Loyalty increased to 8
- Tamiyo, the Moon Sage - On the battlefield
I attempted to use the methods NeoAnderson described but the Planeswalkers reverted back to using the default card frames. So, my question to you spirolone is this: Can we use a .bin file to overwrite the Art_Assets folder? The 'blank' miracle frames are not showing.NeoAnderson wrote:Hi SweetLu, I haven't exaplained until now, also because for the prevoius version i used one kind of frame for each colour, so the planeswalker of the same colours had the same frame, but now i am working to the next update where each planeswalker will have is own frame.
Honestly it is not so simple but i try to exaplain in few steps.
1. First of all we need to have 2 cards for each planeswalker (the first for the cropped picture that will be displayed before summoning, into deckbuilder and other zones, the second file is a copy of the planeswalker but will use a fullsize art that will be displayed after first summoning)
2. To avoid the fullsize picture is resized to the standard cropped size i am using a dotp bug, that i discovered sometime ago. I remove for a little while all the kind and colours from the card, this force the engine to use the fullsize picture, so when it turn to its colours and kinds it keep fullsize picture.
3. The frames.. the planeswalker copies are using the "miracle" frame (modded), i discovered that i can create a full transparent miracle frame that will be the basis to overlay the personalized artwork. At this point i make a custom planeswalker frame including the card graphics and also the 3d effect and i save it as Fullsize TDX. So the engine will load a transparent miracle frame and will overlay it with a complete artwork that include the card.
Honestly i don't know if my explaination is straight and clear, I hope you have understood the concepts!
EDIT: Obviously, the text is still unaligned but after some tinkering I did manage to get Tamiyo, the Moon Sage to use the Jace, Unraveler of Secrets card frame although there is a U_Planeswalker.TDX frame. I'll continue my tinkering and post more results later.
Well, I just re-read where TFM said the card frames for Planeswalkers are handled in the .EXE app. However, in the screenshots above Tamiyo, the Moon Sage is not tagged as a <TYPE metaname="Planeswalker" />. I only added the <LOYALTY value="4"/> tag to her XML while using a certain method to make the Planeswalker type appear on her card.
Re: Magic Duels tests and results
by spirolone » 03 May 2016, 03:22
Latest Data.bin I posted uses Header from DATA_003.zed and I think actually you could overwrite any file... Are you sure your problem source is overwriting failure related?Tejahn wrote:I attempted to use the methods NeoAnderson described but the Planeswalkers reverted back to using the default card frames. So, my question to you spirolone is this: Can we use a .bin file to overwrite the Art_Assets folder? The 'blank' miracle frames are not showing.
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Re: Magic Duels tests and results
by Tejahn » 03 May 2016, 05:15
I'll check again tomorrow. I needed confirmation that all files are being overwrought. I'll post my findings after testing with a fresh profile. I've added quite a lot of cards to my test folder that may be the source of the conflict.
And to clear up the 'blanks are not showing' statement, I mean that their transparency is not being implemented.
And to clear up the 'blanks are not showing' statement, I mean that their transparency is not being implemented.
Re: Magic Duels tests and results
by Tejahn » 03 May 2016, 22:15
- Tamiyo, the Moon Sage - Using Sorin, Grim Nemesis card frame
- Koth of the Hammer - Using Chandra, Flamecaller card frame
SUCCESS!!!thefiremind wrote: The problem here is that the link between Planeswalkers and their frames is done inside the executable, and for the cards missing it, a default frame is used. In order for us to be able to do something about Planeswalkers' frames, they should have set them in the cards' code (which would have been a much easier choice for them as well, but I gave up understanding Stainless's choices...)
After finally concluding that the Planeswalker frames are not TDX-related I decided to test every tag in the official Jace Beleren Planeswalker card XML and discovered that the MULTIVERSEID tag determines which Planeswalker card frame is applied to a card and it also correctly aligns the text, which was a relief. In the screenshots above Tamiyo, the Moon Sage is using the Sorin, Grim Nemesis card frame while Koth of the Hammer is using the Chandra, Flamecaller card frame. I tested this method on other Planeswalkers as well, such as Elspeth, Sun's Champion using the frame of Gideon, Ally of Zendikar. It would seem that we are now limited by the available Planeswalker frames. For example, there is currently no card frame for B/G, B/U, B/R, C, G/U/R/, U/B/B/R, U/R, and W/U that can be referenced by a MULTIVERSEID although the frames are in the Art_Assets folder. I'm sure they are present for future updates in which additional Planeswalkers will be added to the game.
It turns out that the previous method used by myself, NeoAnderson, and others is no longer needed.
- Sorin, Solemn Visitor - Illustration not edited in Photoshop CC
- Sorin, Solemn Visitor - Illustration edited in Photoshop CC
EDIT: I grew tired of looking at the 'missing' portions of the Planeswalker frames and decided to use Photoshop CC to 'fit' and 'fill' the empty portion with features such as Sorin hair but I may just create some new frames and use them instead.
Last edited by Tejahn on 07 May 2016, 04:10, edited 3 times in total.
Re: Magic Duels tests and results
by Tejahn » 04 May 2016, 19:58
- Pyxis of Pandemonium - Face down ability working
I'm continuing my Keywords test and I noticed that the face down ability of Pyxis of Pandemonium actually puts the cards face down. I'm wondering, it is possible to code Manifest, Morph, and Megamorph by tweaking the Pyxis of Pandemonium code?
- Pyxis of Pandemonium - Placed cards in exile face down
- Pyxis of Pandemonium - Back of card exiled beneath it
Well, putting cards in exile face down is certainly possible.
- Code: Select all
<ACTIVATED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Each player exiles the top card of his or her library face down.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<RESOLUTION_TIME_ACTION>
local numberOfPlayers = MTG():GetNumberOfPlayers()
local effectSource = EffectSource()
if LinkedDC():Get_Int(0) == 0 then
LinkedDC():Set_Int(0, 1)
end
for i = 0, (numberOfPlayers-1) do
local player = MTG():GetNthPlayer(i)
if player ~= nil then
local topCard = player:Library_GetTop()
if topCard ~= nil then
local pysixChest = LinkedDC():Make_Chest(LinkedDC():Get_Int(0))
pysixChest:Set_CardPtr(0, topCard)
pysixChest:Protect_CardPtr(0)
topCard:ExileFaceDown()
topCard:NailOnto(effectSource)
end
end
LinkedDC():Set_Int(0, (LinkedDC():Get_Int(0)+1) )
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
<ACTIVATED_ABILITY linked_ability_group="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{7}, {T}, Sacrifice Pyxis of Pandemonium: Each player turns face up all cards he or she owns exiled with Pyxis of Pandemonium, then puts all permanent cards among them onto the battlefield.]]></LOCALISED_TEXT>
<COST mana_cost="{7}" type="Mana" />
<COST type="TapSelf" />
<COST type="SacrificeSelf" />
<RESOLUTION_TIME_ACTION>
local numExiled = LinkedDC():Get_Int(0)
for i = 1,(numExiled) do
local currentChest = LinkedDC():Get_Chest(i)
if currentChest ~= nil then
local currentCard = currentChest:Get_CardPtr(0)
if currentCard ~= nil then
currentCard:TurnFaceUp()
if currentCard:GetCardType():IsPermanent() then
currentCard:PutOntoBattlefield( currentCard:GetPlayer())
end
end
end
end
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
Re: Magic Duels tests and results
by Tejahn » 06 May 2016, 03:27
- Elspeth, Sun's Champion - Emblem
- Elspeth, Sun's Champion - Soldier token
- Sorin, Solemn Visitor - Emblem
- Sorin, Solemn Visitor - Vampire token
- Elspeth, Sun's Champion - Token limit reached
Testing continues...
I completed a range of Planeswalkers with fully working abilities the other day after I discovered how to apply Planeswalker card frames. I decided to test the token limit with Elspeth, Sun's Champion and can confirm, as with previous versions of DOTP, that the 'limit of 100 tokens' is misleading. The actual limit is still 100 tokens from any given source that produces a token. See the above screenshot labeled 'Elspeth & Sorin emblems on the battlefield' for proof.
Re: Magic Duels tests and results
by Chakan » 07 May 2016, 17:22
I've been looking through this thread, and I'm confused. Can we import new cards and make a deck with them in Duels possible or not?
Re: Magic Duels tests and results
by Tejahn » 07 May 2016, 21:29
Yes. It's been possible for a very long time. And it's always been possible to play against decks you created by replacing cards in the XMLs of the Decks folder (Campaign) and the ExploreDecks folder (Encounter).Chakan wrote:I've been looking through this thread, and I'm confused. Can we import new cards and make a deck with them in Duels possible or not?
Let's use the Shadows Over Innistrad ExploreDecks folder as an example. Inside there are 4 folders labelled Easy, Hard, Medium, and SuperEasy. Each folder contains 1,680 XMLs except the SuperEasy folder which contains 60 XMLs. This is a much more manageable number and the folder I use to be able to play against decks I created. Origins and BFZ are the only others that have a SuperEasy folder in the ExploreDecks folder so I've added decks to them as well to increase my chance of encountering a deck I created. You'll notice when you've encountered a deck you created because the AI will obviously be playing with cards you added. Although this is a random process, I like the fact that I can play against my own decks randomly. For more control over how often you will face decks you created you can put the name of the deck you edited throughout the entire Ratings XML.
However, if you want exact control over which added decks you'll encounter you can use the Decks folder and change the cards the AI use against you in the Campaigns.
But moving back to the SOI ExploreDecks folder, there is also a Ratings XML that determines which deck the AI will use based on the difficulty you choose. As you can see by looking at the SOI Ratings XML screenshot directly below, there is a possible combination of 10,140 decks the AI can use in SOI. Far from the nearly limitless combination they spoke of and most are duplicates with a few cards replaced by others here and there. I remember Roil Sprout being in over more than half of the decks before the OGW/SOI update.
Either way, let's get back on track. With the program I use I can sort by Name, Category, and Rating. So I sorted by Rating to give me the the highest rated deck the the AI has access to which was named WHITE_CONTROL_BLACK_CONTROL_GREEN_COLOURLESS_HARD_CONTROL_0
in the Ratings XML but searching for that name in the ExploreDecks folder didn't yield any results so I searched for it using it's rating number 2584 and one XML appeared beside the Rating XML itself. If I would have searched by Category (which is 15) more results would have appeared (239 to be exact). It turns out that the actual name of the deck is BLUE_MADNESS_UB_ZOMBIES_RED_WEREWOLVES_HARD_AGGRO_0.
Upon opening this XML you'll notice that this deck, like all the others, have 11 Attributes
(Notice that the rating number 2584 in the Ratings XML is the same as the UID.)
- Code: Select all
<DECK
is_explore_deck="true"
uid="2584"
seed1_id="253"
seed2_id="254"
seed3_id="257"
difficulty="0"
is_white="false"
is_blue="true"
is_black="true"
is_red="true"
is_green="false">
And 50 Subtags with the Name of the card in the deck and the Quantity which is used for the number of lands in the deck although this format can be used for the number of nonland cards as well. I'm not sure why they didn't use it for nonland cards.
- Code: Select all
<BASICLAND name="Forest" quantity="1" />
<BASICLAND name="Island" quantity="3" />
<BASICLAND name="Mountain" quantity="2" />
<BASICLAND name="Swamp" quantity="8" />
<CARD name="ASYLUM_VISITOR_388844" />
<CARD name="ASYLUM_VISITOR_388844" />
<CARD name="AVACYNS_JUDGMENT_388828" />
<CARD name="AVACYNS_JUDGMENT_388828" />
<CARD name="BREAKNECK_RIDER_392188" />
<CARD name="BROKEN_CONCENTRATION_388748" />
<CARD name="CONVICTED_KILLER_386594" />
<CARD name="CORPSE_HAULER_393498" />
<CARD name="CORPSE_HAULER_393498" />
<CARD name="CROW_OF_DARK_TIDINGS_399125" />
<CARD name="DIREGRAF_COLOSSUS_388726" />
<CARD name="DRAGONSKULL_SUMMIT_391683" />
<CARD name="DRAGONSKULL_SUMMIT_391683" />
<CARD name="DROWNED_CATACOMB_389972" />
<CARD name="DROWNED_CATACOMB_389972" />
<CARD name="ELUSIVE_TORMENTOR_388865" />
<CARD name="GHOULCALLERS_ACCOMPLICE_388882" />
<CARD name="GHOULCALLERS_ACCOMPLICE_388882" />
<CARD name="GHOULCALLERS_ACCOMPLICE_388882" />
<CARD name="GHOULCALLERS_ACCOMPLICE_388882" />
<CARD name="GISAS_BIDDING_388713" />
<CARD name="HARVEST_HAND_388814" />
<CARD name="HARVEST_HAND_388814" />
<CARD name="HARVEST_HAND_388814" />
<CARD name="HIGHLAND_LAKE_397622" />
<CARD name="HIGHLAND_LAKE_397622" />
<CARD name="HIGHLAND_LAKE_397622" />
<CARD name="HIGHLAND_LAKE_397622" />
<CARD name="JUST_THE_WIND_386512" />
<CARD name="MINDWRACK_DEMON_388809" />
<CARD name="MURDEROUS_COMPULSION_388803" />
<CARD name="MURDEROUS_COMPULSION_388803" />
<CARD name="MURDEROUS_COMPULSION_388803" />
<CARD name="NAGGING_THOUGHTS_386517" />
<CARD name="OLIVIA_MOBILIZED_FOR_WAR_388899" />
<CARD name="PRIZED_AMALGAM_392199" />
<CARD name="PRIZED_AMALGAM_392199" />
<CARD name="RANCID_RATS_386604" />
<CARD name="RATTLECHAINS_386613" />
<CARD name="RATTLECHAINS_386613" />
<CARD name="RECKLESS_SCHOLAR_386547" />
<CARD name="SULFUR_FALLS_391682" />
<CARD name="SULFUR_FALLS_391682" />
<CARD name="ULRICHS_KINDRED_388765" />
<CARD name="WELCOME_TO_THE_FOLD_388880" />
<CARD name="WELCOME_TO_THE_FOLD_388880" />
</DECK>
Re: Magic Duels tests and results
by Chakan » 08 May 2016, 01:20
Could you please walk me through building a deck (that I can use) and using it in game? If you have the time/patience to explain it to me. I have a blue/black control deck that I would like to use in Duels but a lot of the cards aren't in Duels itself.
Re: Magic Duels tests and results
by Tejahn » 08 May 2016, 01:57
Post your deck list using this format:
Blinding Drone / 4
Deepfathom Skulker / 2
Eldrazi Skyspawner / 4
Endless One / 4
I'll post step by step instructions when time permits. Also, if the cards are available in the ever-popular Community Wad you can use Riiak's DotP 2014 Deck Builder v1.5.0.3 to export the XMLs and illustrations you will be manually added to Magic Duels. Afterwards, you can 'teach' the AI how to use a given card by adding the following code snippets from official cards:
Blinding Drone / 4
Deepfathom Skulker / 2
Eldrazi Skyspawner / 4
Endless One / 4
I'll post step by step instructions when time permits. Also, if the cards are available in the ever-popular Community Wad you can use Riiak's DotP 2014 Deck Builder v1.5.0.3 to export the XMLs and illustrations you will be manually added to Magic Duels. Afterwards, you can 'teach' the AI how to use a given card by adding the following code snippets from official cards:
- Code: Select all
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
<AI_AVAILABILITY window_step="STEP_BEGIN_COMBAT" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="STEP_DECLARE_ATTACKERS" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="STEP_DECLARE_BLOCKERS" type="window" />
<AI_AVAILABILITY window_step="STEP_END_OF_TURN" type="window" />
<AI_AVAILABILITY window_step="STEP_MAIN_1" window_turn="my_turn" type="window" />
<AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
<DECKBUILDING_METADATA defensive="1" />
<DECKBUILDING_SYNERGY_RESOURCE resource_name="Colourless" amount="1" />
<DECKBUILDING_SYNERGY_RESOURCE resource_name="Ingest" amount="1" />
<EXPLAIN play_tag="" removal_tag="" is_removal="false" />
Re: Magic Duels tests and results
by Chakan » 08 May 2016, 15:23
- Code: Select all
Coercive Portal / 1
Elixir of Immortality / 2
Venser’s Journal / 2
Lone Revenant / 2
Standstill / 1
Soul Ransom / 2
Ancestral Recall / 1
Jace’s Ingenuity / 2
Silumgar, the Drifting Death / 1
Tasigur, the Golden Fang / 1
Acquire / 1
Damnation / 4
Concentrate / 4
Bribery / 1
Decree of Pain / 2
Necromantic Selection / 4
Exsanguinate / 2
Divination / 2
Radiant Fountain / 3
Temple of Deceit / 4
Underground Sea / 2
Dismal Backwater / 4
Re: Magic Duels tests and results
by Tejahn » 11 May 2016, 01:01
Chakan, I'm currently testing your deck and will be creating a separate thread with instructions on how to play against such created decks. In this testing, myself and the AI are using your deck so I can determine how well it can use it but when I release the ZED your deck will be pitted against a deck I created.Chakan wrote:Could you please walk me through building a deck (that I can use) and using it in game? If you have the time/patience to explain it to me. I have a blue/black control deck that I would like to use in Duels but a lot of the cards aren't in Duels itself.
- Necromantic Selection - Needs query text
- Decree of Pain - Cycling ability wasn't working but has been fixed
- Tasigur, the Golden Fang - Can't be cast at all
- Tasigur, the Golden Fang - Activated ability needs query text
- Venser’s Journal - I forgot how powerful this artifact could be
However there are some minor problems with a few cards. I'm added Query Text to cards such as Necromantic Selection. But for some reason, cards with alternative cost such as Decree of Pain and Tasigur, the Golden Fang can't be hard cast or cast alternatively.
Also, your list is missing 12 lands to make your deck 60 cards but it's not necessary to have a 60 card deck since I'm using the campaign method. However, I did add 6 islands and 6 swamps. I'm patch things as I test. The ZED should be ready no later than tomorrow.
EDIT: Silumgar, the Drifting Death triggered ability isn't working. I think the trigger function was renamed.
Re: Magic Duels tests and results
by Chakan » 12 May 2016, 00:39
Looking good, Tejahn. Looking forward to playing it in Duels. I built this deck for 2014 but the heavy use of nonbasic lands made the battlefield look like a mess and that's one of the many reasons I want to switch over to Duels.
If Tasigur is giving you too much trouble, feel free to just add another Lone Revenant.
If Tasigur is giving you too much trouble, feel free to just add another Lone Revenant.
Re: Magic Duels tests and results
by Tejahn » 12 May 2016, 01:56
I just started working on Tasigur, the Golden Fang again a short while ago. I'm putting together a Delve code. Did you check your messages? I PM you yesterday. Also, I'm putting together a tutorial. I anticipate having everything in a well structured format soon.
Re: Magic Duels tests and results
by Tejahn » 13 May 2016, 04:29
spirolone wrote:I did some tests and I saw that it's possible to use id over 1024 even if game don't show those cards in deck builder; that is, we could actually create a community deck with 8192 cards
Indeed, in profile, there are 13 bits for any cards in a deck. I think that, maybe, we could create a wad file with cards and use old Riiak's deck builder; then I can create a little java program to import decks...
Spirolone, was any additional effort made towards the above-mentioned possibility? I'm asking because with the tutorial for playing against your own created decks that I'm working on I'll be releasing a ZED with all the cards in Magic Duels, including the AI-Only cards. There are currently 1,080 cards and this number is visible in the Card Collection which also displays these cards as locked but the Deck Builder still doesn't show cards with an ID of 1024 or above. However, with the method I use to 'insert' cards to create decks this limitation and rarity doesn't matter. The only real concern is for people that would rather create decks using the in-game Deck Builder.spirolone wrote:I hoped to obtain new informations about cards limit with new version, but I didn't: I don't know how to unlock cards with ID over 1023 so that we can use them in game deck builder, and I don't know if there is a way to use a blank byte that is reserved for any card in decks inside profile file, and that, maybe, could expand 8191 cards limit...
The cards not showing in the Deck Builder are:
(Please note that I still have to fix their rarity)
- Code: Select all
<card name="NULL_CALLER_387053" id="1024" rarity="C" />
<card name="HOWLPACK_WOLF_397664" id="1025" rarity="C" />
<card name="TORMENTED_PARIAH_397648" id="1026" rarity="C" />
<card name="VILLAGE_IRONSMITH_397649" id="1027" rarity="C" />
<card name="SANGUINARY_MAGE_397675" id="1028" rarity="C" />
<card name="TORMENTING_VOICE_397682" id="1029" rarity="C" />
<card name="VAMPIRE_NOBLE_397687" id="1030" rarity="C" />
<card name="ROTTENHEART_GHOUL_397673" id="1031" rarity="C" />
<card name="SEAGRAF_SKAAB_397676" id="1032" rarity="C" />
<card name="SHAMBLE_BACK_397677" id="1033" rarity="C" />
<card name="STITCHWING_SKAAB_397680" id="1034" rarity="C" />
<card name="CATHARS_COMPANION_397657" id="1035" rarity="C" />
<card name="TOWN_GOSSIPMONGER_397683" id="1036" rarity="C" />
<card name="TRUEFAITH_CENSER_397684" id="1037" rarity="C" />
<card name="UNRULY_MOB_397686" id="1038" rarity="C" />
<card name="DESCEND_UPON_THE_SINFUL_397659" id="1039" rarity="C" />
<card name="GOLDNIGHT_REDEEMER_397635" id="1040" rarity="C" />
<card name="RUNAWAY_CARRIAGE_397674" id="1041" rarity="C" />
<card name="SCROLL_OF_AVACYN_397636" id="1042" rarity="C" />
<card name="SERAPH_OF_DAWN_397646" id="1043" rarity="C" />
<card name="STERN_CONSTABLE_397679" id="1044" rarity="C" />
<card name="GOLDNIGHT_CASTIGATOR_397661" id="1045" rarity="C" />
<card name="GONE_MISSING_397662" id="1046" rarity="C" />
<card name="ILLUSIONARY_SERVANT_397644" id="1047" rarity="C" />
<card name="JACES_SCRUTINY_397665" id="1048" rarity="C" />
<card name="PHANTASMAL_BEAR_397645" id="1049" rarity="C" />
<card name="STURMGEIST_399124" id="1050" rarity="C" />
<card name="UNINVITED_GEIST_397685" id="1051" rarity="C" />
<card name="NEPHALIA_MOONDRAKES_397669" id="1052" rarity="C" />
<card name="SLEEP_397640" id="1053" rarity="C" />
<card name="CLIP_WINGS_397658" id="1054" rarity="C" />
<card name="GRAF_MOLE_397663" id="1055" rarity="C" />
<card name="JOURNEY_TO_NOWHERE_397643" id="1056" rarity="C" />
<card name="SILENT_OBSERVER_397678" id="1057" rarity="C" />
<card name="THRABEN_INSPECTOR_397681" id="1058" rarity="C" />
<card name="BEHIND_THE_SCENES_397656" id="1059" rarity="C" />
<card name="DEATH_GRASP_397639" id="1060" rarity="C" />
<card name="DROGSKOL_CAVALRY_397660" id="1061" rarity="C" />
<card name="MORTIFY_397641" id="1062" rarity="C" />
<card name="NEARHEATH_CHAPLAIN_397668" id="1063" rarity="C" />
<card name="SENGIR_VAMPIRE_397654" id="1064" rarity="C" />
<card name="VAMPIRE_NIGHTHAWK_397642" id="1065" rarity="C" />
<card name="DREG_REAVER_390386" id="1066" rarity="C" />
<card name="MWONVULI_ACIDMOSS_390715" id="1067" rarity="C" />
<card name="DIVINE_FAVOR_390431" id="1068" rarity="C" />
<card name="PERILOUS_MYR_390453" id="1069" rarity="C" />
<card name="GATECREEPER_VINE_390713" id="1070" rarity="C" />
<card name="GRUUL_GUILDGATE_390395" id="1071" rarity="C" />
<card name="SELESNYA_GUILDGATE_390399" id="1072" rarity="C" />
<card name="SIMIC_GUILDGATE_390400" id="1073" rarity="C" />
<card name="AZORIUS_GUILDGATE_390391" id="1074" rarity="C" />
<card name="BOROS_GUILDGATE_390392" id="1075" rarity="C" />
<card name="DIMIR_GUILDGATE_390393" id="1076" rarity="C" />
<card name="IZZET_GUILDGATE_390396" id="1077" rarity="C" />
<card name="RAKDOS_GUILDGATE_390398" id="1078" rarity="C" />
<card name="GOLGARI_GUILDGATE_390394" id="1079" rarity="C" />
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