Half-Implemented Cards
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Half-Implemented Cards
by Milod » 26 Apr 2012, 22:57
oke i made somberwald sage with tap: add 3 green to your mana pool could not figure out the any color part here it is
- Attachments
-
Somberwald_Sage.txt
- (417 Bytes) Downloaded 231 times
Re: Half-Implemented Cards
by Doublestrike » 27 Apr 2012, 00:02
Thanks Milod. There's a "spoiler" tag that's perfect for card text (or "quote" works too). Saves a download - like so:
- "Somberwald Sage" | Open
- Name:Somberwald Sage
ManaCost:2 G
Types:Creature Human Druid
Text:no text
PT:0/1
A:AB$ Mana | Cost$ T | Produced$ G | Amount$ 3 | SpellDescription$ Add G G G to your mana pool.
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/greenweaver_druid.jpg
SetInfo:ZEN|Uncommon|http://magiccards.info/scans/en/zen/164.jpg
Oracle:{T}: Add{G}{G} to your mana pool.
End
---
A joke is a very serious thing.
A joke is a very serious thing.
-
Doublestrike - UI Programmer
- Posts: 715
- Joined: 08 Aug 2011, 09:07
- Location: Bali
- Has thanked: 183 times
- Been thanked: 161 times
Re: Half-Implemented Cards
by ArsenalNut » 11 Jul 2012, 02:40
I wanted to try the Battle of Wits deck that was posted in today's ReConstructed Article http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/rc/203 but I knew Karn Liberated is not currently supported. Here's what I was able to script that I think is a reasonable approximation to play with.
- Karn Liberated | Open
- Name:Karn Liberated
ManaCost:7
Types:Planeswalker Karn
Text:no text
Loyalty:6
A:AB$ ChangeZone | Cost$ AddCounter<4/LOYALTY> | Planeswalker$ True | ValidTgts$ Player | TgtPrompt$ Select target player | Origin$ Hand | Destination$ Exile | ChangeType$ Card | ChangeNum$ 1 | RememberChanged$ True | Chooser$ Targeted | Hidden$ True | SpellDescription$ Target player exiles a card from his or her hand.
A:AB$ ChangeZone | Cost$ SubCounter<3/LOYALTY> | Planeswalker$ True | ValidTgts$ Permanent | TgtPrompt$ Select target permanent | Origin$ Battlefield | Destination$ Exile | RememberChanged$ True | SpellDescription$ Exile target permanent.
A:AB$ ChangeZoneAll | Cost$ SubCounter<14/LOYALTY> | Planeswalker$ True | Ultimate$ True | ChangeType$ Permanent | Origin$ Battlefield | Destination$ Library | SubAbility$ ReturnAllHand | SpellDescription$ Restart the game, leaving in exile all non-Aura permanent cards exiled with CARDNAME. Then put those cards onto the battlefield under your control.
SVar:ReturnAllHand:DB$ ChangeZoneAll | Origin$ Hand | Destination$ Library | ChangeType$ Card | SubAbility$ ReturnAllGrave
SVar:ReturnAllGrave:DB$ ChangeZoneAll | Origin$ Graveyard | Destination$ Library | ChangeType$ Card | Shuffle$ True | SubAbility$ SetAllLife
SVar:SetAllLife:DB$ SetLife | Defined$ Each | LifeAmount$ 20 | SubAbility$ OppDrawNewHand
SVar:OppDrawNewHand:DB$ Draw | Defined$ Opponent | NumCards$ 7 | SubAbility$ YouDrawNewHand
SVar:YouDrawNewHand:DB$ Draw | Defined$ You | NumCards$ 7 | SubAbility$ ReturnFromExile
SVar:ReturnFromExile:DB$ ChangeZoneAll | ChangeType$ Permanent.nonAura+IsRemembered | Origin$ Exile | Destination$ Battlefield | GainControl$ True | SubAbility$ GiveHaste
SVar:GiveHaste:DB$ PumpAll | ValidCards$ Creature.YouCtrl | KW$ Haste | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/karn_liberated.jpg
SetInfo:NPH|Mythic|http://magiccards.info/scans/en/nph/1.jpg
Oracle:[+4] Target player exiles a card from his or her hand.\n[-3] Exile target permanent.\n[-14] Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn Liberated. Then put those cards onto the battlefield under your control.
End
So many cards, so little time
-
ArsenalNut - Posts: 512
- Joined: 08 Jul 2011, 03:49
- Has thanked: 27 times
- Been thanked: 121 times
Re: Half-Implemented Cards
by moomarc » 28 Dec 2012, 06:01
So was there some card you were hoping to get at least half implemented or were you just being nostalgic?Corwin72 wrote:I miss this thread...

-Marc
-
moomarc - Pixel Commander
- Posts: 2091
- Joined: 04 Jun 2010, 15:22
- Location: Johannesburg, South Africa
- Has thanked: 371 times
- Been thanked: 372 times
Re: Half-Implemented Cards
by Corwin72 » 28 Dec 2012, 15:54
not really. I just enjoyed finding really odd cards here. I still use the Sorin from here every time that I make a new build. There are not a lot of cards left that need this thread.
-
Corwin72 - Posts: 793
- Joined: 15 Sep 2009, 13:26
- Location: Grayson, Ga
- Has thanked: 25 times
- Been thanked: 9 times
Re: Half-Implemented Cards
by AlexV » 03 Jan 2013, 19:20
I wanted to try some deck ideas with Thousand-Year Elixir. Here's code for one that gives haste instead of the almost-haste specified by the real card, so you're on the honour system not to attack with creatures that would normally have summoning sickness!
- Thousand-Year Elixir | Open
- Code: Select all
Name:Thousand-Year Elixir
ManaCost:3
Types:Artifact
Text:no text
S:Mode$ Continuous | Affected$ Creature.YouCtrl | AddKeyword$ Haste | Description$ You may activate abilities of creatures you control as though those creatures had haste.
A:AB$ Untap | Cost$ 1 T | ValidTgts$ Creature | TgtPrompt$ Select target creature.| SpellDescription$ Untap target creature.
SVar:BuffedBy:Creature
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:NOTSPAMMY global/images/magic/general/thousand-year_elixir.jpg
SetInfo:LRW|Rare|NOTSPAMMY scans/en/lw/263.jpg
Oracle:You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.
End
- Power Conduit | Open
- Code: Select all
Name:Power Conduit
ManaCost:2
Types:Artifact
Text:no text
A:AB$ Charm | Cost$ T | Choices$ RemThenCounterP1P1,RemThenCounterCharge | CharmNum$ 1 | SpellDescription$ Choose one - Put a +1/+1 counter on target creature; or put a charge counter on target artifact.
SVar:RemThenCounterP1P1:DB$ RemoveCounter | Cost$ T | ValidTgts$ Permanent.YouCtrl | TgtPrompt$ Select target permanent you control to remove counter from | CounterType$ Any | CounterNum$ 1 | RememberRemoved$ True | SubAbility$ CounterP1P1 | SpellDescription$ Remove a counter from a permanent you control
SVar:RemThenCounterCharge:DB$ RemoveCounter | Cost$ T | ValidTgts$ Permanent.YouCtrl | TgtPrompt$ Select target permanent you control to remove counter from | CounterType$ Any | CounterNum$ 1 | RememberRemoved$ True | SubAbility$ CounterCharge | SpellDescription$ Remove a counter from a permanent you control
SVar:CounterP1P1:DB$ PutCounter | ValidTgts$ Creature | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ X | SubAbility$ DBCleanup | References$ X | SpellDescription$ Put a +1/+1 counter on target creature.
SVar:CounterCharge:DB$ PutCounter | ValidTgts$ Artifact | TgtPrompt$ Select target artifact | CounterType$ CHARGE | CounterNum$ X | SubAbility$ DBCleanup | References$ X | SpellDescription$ Put a charge counter on target artifact.
SVar:X:Count$RememberedSize
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:NOTSPAMMY global/images/magic/general/power_conduit.jpg
SetInfo:MR|Uncommon|NOTSPAMMY scans/en/mi/229.jpg
Oracle:{T}, Remove a counter from a permanent you control: Choose one — Put a charge counter on target artifact; or put a +1/+1 counter on target creature.
End
Re: Half-Implemented Cards
by AndyTron » 05 Jan 2013, 21:40
I made a version of Gaea's Touch by combining Exploration with code from Havenwood Battleground. Thanks to friarsol for the suggestion.
It lets you play any land type intsead of just basic forests, but since I'm using it in a mono-green deck it works perfectly.
Also, this is my first crack at anything related to coding so let me know if I made any mistakes.
It lets you play any land type intsead of just basic forests, but since I'm using it in a mono-green deck it works perfectly.
Also, this is my first crack at anything related to coding so let me know if I made any mistakes.
- Attachments
-
gaeas_touch.txt
- Half-Implemented Gaea's Touch
- (638 Bytes) Downloaded 189 times
Re: Half-Implemented Cards
by AndyTron » 12 Jan 2013, 07:09
I made a version of Chain Lightning to use in legacy zoo and burn decks. It's just a sorcery speed Lightning Bolt, so I only use it when playing against decks that don't run red. Otherwise it seems to work fine.
If anybody knows what the exact problem with coding Chain Lightning is please let me know. I might try to make a version where the controller of the original target can pay two red to deal 3 damage to another target of his choosing instead of creating a copy of Chain Lightning. If anybody knows whether or not this is possible please let me know.
If anybody knows what the exact problem with coding Chain Lightning is please let me know. I might try to make a version where the controller of the original target can pay two red to deal 3 damage to another target of his choosing instead of creating a copy of Chain Lightning. If anybody knows whether or not this is possible please let me know.
- Attachments
-
chain_lightning.txt
- (730 Bytes) Downloaded 196 times
Re: Half-Implemented Cards
by lazylockie » 10 Feb 2013, 11:25
reviving this thread, any ideas on how to implement Aurelia's Fury? I was thinking about as simple as an Enchantment with Flash+Shroud and:
1: ~ deals 1 damage to target creature. Tap that creature (Stun Sniper)
1: ~ deals 1 damage to target player. That player can't cast non-creature spells this turn (some sort of Silence)
0: Sacrifice ~
1: ~ deals 1 damage to target creature. Tap that creature (Stun Sniper)
1: ~ deals 1 damage to target player. That player can't cast non-creature spells this turn (some sort of Silence)
0: Sacrifice ~
- lazylockie
- Posts: 508
- Joined: 13 Jul 2010, 22:44
- Has thanked: 74 times
- Been thanked: 15 times
Re: Half-Implemented Cards
by PowerClaws » 10 Feb 2013, 12:54
Instead of 0: Sacrifice ~, put "K:At the beginning of the end step, sacrifice CARDNAME." other then that, its up to you how to do itlazylockie wrote:reviving this thread, any ideas on how to implement Aurelia's Fury? I was thinking about as simple as an Enchantment with Flash+Shroud and:
1: ~ deals 1 damage to target creature. Tap that creature (Stun Sniper)
1: ~ deals 1 damage to target player. That player can't cast non-creature spells this turn (some sort of Silence)
0: Sacrifice ~
- PowerClaws
- Posts: 131
- Joined: 30 Jan 2012, 11:33
- Has thanked: 28 times
- Been thanked: 8 times
Re: Half-Implemented Cards
by Alico » 11 Feb 2013, 15:22
Is there a way to make it so it has to be sacrificed at the end of the current phase?PowerClaws wrote:Instead of 0: Sacrifice ~, put "K:At the beginning of the end step, sacrifice CARDNAME." other then that, its up to you how to do itlazylockie wrote:reviving this thread, any ideas on how to implement Aurelia's Fury? I was thinking about as simple as an Enchantment with Flash+Shroud and:
1: ~ deals 1 damage to target creature. Tap that creature (Stun Sniper)
1: ~ deals 1 damage to target player. That player can't cast non-creature spells this turn (some sort of Silence)
0: Sacrifice ~
Aside from that, making it an enchantment like this is actually a neat way of dealing with it. Just don't forget to give it flash!
Re: Half-Implemented Cards
by ZzzzSleep » 12 Feb 2013, 05:00
Why not have it sacrifice itself as it comes into play? Then you can respond to the sacrifice ability with either of the first two powers. This would make it even more like an instant.Alico wrote:Is there a way to make it so it has to be sacrificed at the end of the current phase?PowerClaws wrote:Instead of 0: Sacrifice ~, put "K:At the beginning of the end step, sacrifice CARDNAME." other then that, its up to you how to do itlazylockie wrote:reviving this thread, any ideas on how to implement Aurelia's Fury? I was thinking about as simple as an Enchantment with Flash+Shroud and:
1: ~ deals 1 damage to target creature. Tap that creature (Stun Sniper)
1: ~ deals 1 damage to target player. That player can't cast non-creature spells this turn (some sort of Silence)
0: Sacrifice ~
Aside from that, making it an enchantment like this is actually a neat way of dealing with it. Just don't forget to give it flash!
Re: Half-Implemented Cards
by AlexV » 22 Feb 2013, 09:59
Another card working on the honour system. After you target a permanent for Samite Elder, you will then be prompted for the colours of that permanent. You are on your honour to answer truthfully.
- Samite Elder | Open
- Code: Select all
Name:Samite Elder
ManaCost:2 W
Types:Creature Human Cleric
Text:no text
A:AB$ ChooseColor | Cost$ T | Defined$ You | OrColors$ True | SubAbility$ TargetWithColors | SpellDescription$ Creatures you control gain protection from the colors of target permanent you control until end of turn.
SVar:TargetWithColors:DB$ ProtectionAll | ValidCards$ Creature.YouCtrl | ValidTgts$ Permanent | TgtPrompt$ Select target permanent. Then choose its colors | Gains$ ChosenColor
SVar:RemAIDeck:True
SVar:Rarity:Rare
PT:1/2
SetInfo:PLS|Rare|NOTSPAMMY scans/en/ps/14.jpg
Oracle:{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
End
Re: Half-Implemented Cards
by swordshine » 23 Feb 2013, 13:36
This card is not difficult, only need add a parameter "TargetedCardColor" to ProtectAllEffect. I'll add it.AlexV wrote:Another card working on the honour system. After you target a permanent for Samite Elder, you will then be prompted for the colours of that permanent. You are on your honour to answer truthfully.Including the URLs for Picture and SetInfo still triggers the "external URL" spam detection on the forum for me, so you have replace NOTSPAMMY with the traditional URL roots before use.
- Samite Elder | Open
- Code: Select all
Name:Samite Elder
ManaCost:2 W
Types:Creature Human Cleric
Text:no text
A:AB$ ChooseColor | Cost$ T | Defined$ You | OrColors$ True | SubAbility$ TargetWithColors | SpellDescription$ Creatures you control gain protection from the colors of target permanent you control until end of turn.
SVar:TargetWithColors:DB$ ProtectionAll | ValidCards$ Creature.YouCtrl | ValidTgts$ Permanent | TgtPrompt$ Select target permanent. Then choose its colors | Gains$ ChosenColor
SVar:RemAIDeck:True
SVar:Rarity:Rare
PT:1/2
SetInfo:PLS|Rare|NOTSPAMMY scans/en/ps/14.jpg
Oracle:{T}: Creatures you control gain protection from the colors of target permanent you control until end of turn.
End
- swordshine
- Posts: 682
- Joined: 11 Jul 2010, 02:37
- Has thanked: 116 times
- Been thanked: 87 times
Who is online
Users browsing this forum: No registered users and 31 guests