Meld cards

Out of curiosity, can I ask how you guys are going to implement meld cards such as the Eldrazi Angel and so on? would it be just a flip by sacrificing both angels to make a 'token'?
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- Right. new AlternateMode "Meld"Hanmac wrote:many thanks for trying to implement Meld. I think i would fail if i would try that.
i was beginning to make my own thoughts about it:
- my first one was that it does need to use a new AlternateMode like "MeldFaces"? because Ruling says that they are not DoubleFaces and can't Transform.
- then the back face should be on the one that does share its collector Number. (thats the one with the "melds with X" one)
- the other one should have the code like "exile This+CardNamedX" + "Meld Action", or have a option for ChangeZone like "Meld$ True". The ChangeZone should check if both cards are the real one and not token and you own them.
- the MeldCard should have the Cards as Attributes from where it was melded. (for reason see below)
- for Commander, the "isCommander" should be overwritten, that its also true if Card is a Melded one, and one of the Meld components is the Commander
- GameAction, and some of the Effects does need to be changed, because moving a card can split them into two(or more) thats why the functions in GameAction like "exile" can't remove one card, but need to return a CardCollection. then the Effects need to be changed, because the Remember options does need the return value of that.
That's not how it will work. If you activate a Meld ability, the primary card will come back melded, with the other card "melded into" the primary card. If it gets flickered, we need to monitor when the remembered card spawns back into more than one card. Then return all of those cards to the battlefield.Shadowzeny wrote:Awesome, interesting way to implement it kind of like manifest then, though I am curious, if it does get flickered it would just be exiled for good yeah? since its two melded parts are already in the graveyard?