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Half-Implemented Cards

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Re: Half-Implemented Cards

Postby 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
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Somberwald_Sage.txt
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Re: Half-Implemented Cards

Postby 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}{G} to your mana pool.
End
---
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Re: Half-Implemented Cards

Postby 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
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Re: Half-Implemented Cards

Postby Corwin72 » 27 Dec 2012, 20:47

I miss this thread...
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Re: Half-Implemented Cards

Postby moomarc » 28 Dec 2012, 06:01

Corwin72 wrote:I miss this thread...
So was there some card you were hoping to get at least half implemented or were you just being nostalgic? :D
-Marc
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Re: Half-Implemented Cards

Postby 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.
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Re: Half-Implemented Cards

Postby 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
Also, here's a Power Conduit that I should have posted in this thread rather than card contributions (which I did a while ago), as it's not perfect (counter removal should be a cost, rather than an effect), but it gets the job done.

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
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.
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Re: Half-Implemented Cards

Postby 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.
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Half-Implemented Gaea's Touch
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Re: Half-Implemented Cards

Postby 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.
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Re: Half-Implemented Cards

Postby 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 ~
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Re: Half-Implemented Cards

Postby PowerClaws » 10 Feb 2013, 12:54

lazylockie 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 ~
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 it
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Re: Half-Implemented Cards

Postby Alico » 11 Feb 2013, 15:22

PowerClaws wrote:
lazylockie 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 ~
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 it
Is there a way to make it so it has to be sacrificed at the end of the current phase?

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!
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Re: Half-Implemented Cards

Postby ZzzzSleep » 12 Feb 2013, 05:00

Alico wrote:
PowerClaws wrote:
lazylockie 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 ~
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 it
Is there a way to make it so it has to be sacrificed at the end of the current phase?

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!
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.
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Re: Half-Implemented Cards

Postby 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
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.
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Re: Half-Implemented Cards

Postby swordshine » 23 Feb 2013, 13:36

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.

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
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.
This card is not difficult, only need add a parameter "TargetedCardColor" to ProtectAllEffect. I'll add it.
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