Card Development Questions
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Re: Card Development Questions
by Hanmac » 18 Aug 2016, 08:34
i did a big change with ChooseCardName
now it does use (I)CardFace objects.
that makes it possible for Alhammarret to select Split Card Names.
But please check if i broke something.
now it does use (I)CardFace objects.
that makes it possible for Alhammarret to select Split Card Names.
But please check if i broke something.
Re: Card Development Questions
by vinnie » 24 Oct 2016, 00:13
- older request | Open
- where I can find all the abbreviated names of the sets that put in ./pics/cards? Today I spent the whole afternoon trying without find any documentation.
I looked also in the sources that I could find in http://www.cardforge.link/releases/forge/ doing a grep of a knew name (grep -ir "bng" ./*), and never finding anything (I've been looking at forge-ai-1.5.56-sources.jar, forge-core-1.5.56-sources.jar, forge-gui-desktop-1.5.56-sources.jar, forge-game-1.5.56-sources.jar).
In forge-core I found the file CardEdition.java with the following comment:
but this does not explain the situation.* @param code the MTG 3-letter set code
* @param code2 the 2 (usually) letter code used for image filenames/URLs distributed by the HQ pics team that
* use Magic Workstation-type edition codes. Older sets only had 2-letter codes, and some of the 3-letter
* codes they use now aren't the same as the official list of 3-letter codes. When Forge downloads set-pics,
* it uses the 3-letter codes for the folder no matter the age of the set.
* @param mciCode the code used by magiccards.info website.
In ./res/editions/ there is a list of all editions with this codenames but here are two examples:- Code: Select all
[metadata]
Code=LEB
Date=1993-10-01
Name=Limited Edition Beta
Code2=B
MciCode=be
Type=Core
BoosterCovers=1
Booster=11 Common, 3 Uncommon, 1 Rare
Foil=NotSupported
OK, then all sets using the Code2? NO! here another example:- Code: Select all
[metadata]
Code=BNG
Date=2014-02-07
Name=Born of the Gods
MciCode=bng
Type=Expansion
BoosterCovers=3
Booster=10 Common, 3 Uncommon, 1 RareMythic, 1 BasicLand THS
Please where can I find a unique and updated source of abbreviations of the set?
Thanks
Here is the current full list (helped by forge cards site):
- Code: Select all
10E Tenth Edition
4E Fourth Edition
5E Fifth Edition
6E Classic Sixth Edition
7E Seventh Edition
8E Eighth Edition
9E Ninth Edition
A Limited Edition Alpa
AL Alliances
ALA Shards of Alara
AN Arabian Nights
AP Apocalypse
AQ Antiquities
ARB Alara Reborn
ARC Archenemy
AVR Avacyn Restored
B Limited Edition Beta
BFZ Battle for Zendikar
BNG Born of the Gods
BOK Betrayers of Kamigawa
C13 Commander 2013
C14 Commander 2014
C15 Commander 2015
C16 Commander 2016
CFX Conflux
CH Chronicles
CHK Champions of Kamigawa
CM1 Commander's Arsenal
CN2 Conspiracy: Take the Crown
CNS Conspiracy
COM Commander
CS Coldsnap
DD2 Duel Decks: Jave vs. Chandra
DDC Duel Decks: Divine vs. Demonic
DDD Duel Decks: Garruk vs. Liliana
DDE Duel Decks: Phyrexia vs. the Coalition
DDF Duel Decks: Elpeth vs. tezzeret
DDG Duel Decks: Knights vs. Dragons
DDH Duel Decks: Ajani vs. Nicol Bolas
DDI Duel Decks: Vanser vs. Koth
DDJ Duel Decks: Izzet vs. Golgari
DDK Duel Decks: Sorin vs. Tibalt
DDL Duel Decks: Heroes vs. Monsters
DDM Duel Decks: Jave vs. Vraska
DDN Duel Decks: Speed vs. Cunning
DDO Duel Decks: Kiora vs. Elspeth
DDP Duel Decks: Zendikar vs. Eldrazi
DDQ Duel Decks: Blessed vs. Cursed
DDR Duel Decks: Nissa vs. Ob Nixilis
DGM Dragon's Maze
DIS Dissension
DK The Dark
DKA Dark Ascension
DRB From the Vault: Dragons
DS Darksteel
DTK Dragons of Tarkir
EMA Eternal Masters
EMN Eldritch Moon
EVE Eventide
EVG Duel Decks: Elves vs. Goblins
EX Exodus
EXP Zendikar Expeditions
FD Fifth Dawn
FE Fallen Empires
FRF Fate Reforged
FUT Future Sight
FVE From the Vault: Exiled
FVL From The Vault: Legends
FVR From the Vault: Relics
GP Guildpact
GTC GATECRASH
HL Homelands
HOP Planechase
IA Ice Age
IN Invasion
ISD Innistrad
JOU Journey into Nyx
JU Judgment
KLD kaladesh
KTK Khans of Tarkir
LE Legions
LG Legends
LRW Lorwyn
M10 Magic 2010
M11 Magic 2011
M12 Magic 2012
M13 Magic 2013
M14 Magic 2014
M15 Magic 2015
MBP Promo set for Gatherer
MBS Mirrodin Besieged
MI Mirage
MM Mercadian Masques
MM2 Modern Masters 2015
MMA Modern Masters
MOR Morningtide
MPS kaladesh inventions
MR Mirrodin
NE Nemesis
NPH New Phyrexia
OD Odyssey
OGW Oath of the Gatewatch
ON Onslaught
ORI Magic Origins
P2 Portal Second Age
P3 Portal Three Kingdoms
PC2 Planechase 2012 Edition
PD2 Premium Deck Series: Fire and Lightning
PD3 Premium Deck Series: Graveborn
PDS Premium Deck Series: Slivers
PS Planeshift
PLC Planar Chaos
PT Portal
PY Prophecy
R Revised Edition
RAV Ravnica: City of Guilds
ROE Rise of the Eldrazi
RTR Return to Ravnica
S2K Starter 2000
SC Scourge
SH Stronghold
SHM Shadowmoor
SOI Shadows Over Innistrad
SOK Saviors of Kamigawa
SOM Scars of Mirrodin
ST Starter 1999
TE Tempest
THS Theros
TO Torment
TPR Tempest Remastered
TSB Time Spiral "Timeshifted"
TSP Time Spiral
U Unlimited Edition
UD Urza's Destiny
UGF Ugin's Fate
UL Urza's Legacy
US Urza's Saga
V12 From the Vault: Realms
V13 From the Vault: Twenty
V14 From The Vault: Annihilation
V15 From the Vault: Angels
V16 From the Vault: Lore
VAN Vanguard
VI Visions
VMA Vintage Masters
W16 Welcome 2016
WL Weatherlight
WWK Worldwake
ZEN Zendikar
Re: Card Development Questions
by ShivaFang » 19 Jun 2017, 19:45
For my own use, I tried to create Vanquisher's Banner from the Ixalan leaks. Does this look right? I used the code from Door of Destinies and Argothian Enchantress to get it to work.
- Code: Select all
Name:Vanquisher's Banner
ManaCost:5
Types:Artifact
K:ETBReplacement:Other:ChooseCT
SVar:ChooseCT:DB$ ChooseType | Defined$ You | Type$ Creature | SpellDescription$ As CARDNAME enters the battlefield, choose a creature type. | AILogic$ MostProminentInComputerDeck
T:Mode$ SpellCast | ValidCard$ Card.ChosenType | ValidActivatingPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigDraw | TriggerDescription$ Whenever you cast a spell of the chosen type, draw a card.
SVar:TrigDraw:AB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
S:Mode$ Continuous | Affected$ Creature.ChosenType+YouCtrl | AddPower$ 1 | AddToughness$ 1 | Description$ Creatures you control of the chosen type get +1/+1.
SVar:BuffedBy:Creature
SVar:RemRandomDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/door_of_destinies.jpg
Oracle:As Vanquisher's Banner enters the battlefield, choose a creature type.\nCreatures you control of the chosen type get +1/+1.\nWhenever you cast a creature spell of the chosen type, draw a card.
Re: Card Development Questions
by atilappl » 18 Nov 2018, 05:04
How can i implement dice rolling?
I will try to script Urza, Academy Headmaster based on rolling a twenty-sided dice.
I will try to script Urza, Academy Headmaster based on rolling a twenty-sided dice.
Re: Card Development Questions
by RumbleBBU » 28 Nov 2018, 15:03
Unless it has been added in one of the more recent versions, no, I'm afraid die rolling isn't directly supported in Forge.atilappl wrote:How can i implement dice rolling?
I will try to script Urza, Academy Headmaster based on rolling a twenty-sided dice.
However...there is a very nice and powerful/flexible scriptable ability called GenericChoice that can be used to emulate die rolls to some extent.
Basically, it is used to choose one of several SubAbilities, and if you set the AtRandom$ to True, the choice will be made randomly, not too different from die rolls. Here's an example, a silly custom card I made quite a while ago (no idea whether it works in the current version of Forge but it should, unless something has been majorly changed since, which is of course possible...):
- | Open
- Name:Cranky Witch
ManaCost:B B
Types:Creature Human Wizard
PT:1/2
A:AB$ GenericChoice | Cost$ T | Choices$ R1,R2,R3,R4,R5,R6 | AtRandom$ True | Defined$ You | StackDescription$ SpellDescription | SpellDescription$ Roll a die. On a 1, skip your next untap step. On 2, discard a card. On a 3, lose 1 life. On a 4, gain 1 life. On a 5, put a +1/+1 counter on target creature. On a 6, draw a card.
SVar:R1:DB$ Pump | Cost$ 0 | Defined$ You | KW$ Skip your next untap step. | Permanent$ True | SpellDescription$ Skip your next untap step.
SVar:R2:DB$ Discard | Cost$ 0 | Defined$ You | NumCards$ 1 | Mode$ TgtChoose
SVar:R3:DB$ LoseLife | Cost$ 0 | Defined$ You | LifeAmount$ 1
SVar:R4:DB$ GainLife | Cost$ 0 | LifeAmount$ 1
SVar:R5:DB$ ChooseCard | Defined$ You | Cost$ 0| Amount$ 1 | Choices$ Creature | SubAbility$ PumpCounter
SVar:PumpCounter:DB$ PutCounter | Cost$ 0 | Defined$ ChosenCard | CounterType$ P1P1 | CounterNum$ 1
SVar:R6:DB$ Draw | Cost$ 0 | NumCards$ 1 | SpellDescription$ Draw a card.
SVar:RemAIDeck:True
Oracle:{T}: Roll a die. On a 1, skip your next untap step. On 2, discard a card. On a 3, lose 1 life. On a 4, gain 1 life. On a 5, put a +1/+1 counter on target creature. On a 6, draw a card.
Note that I said that GenericChoice could be used to emulate die rolls "to some extent". There are some obvious limitations. If something tells you to roll several dice, e.g., two 6-sided dice, you will probably end up with 6*6 different GenericChoice outcomes (rather than 6+6). Take at look at this clunky script I came up with for Lydari Elephant some time ago to see what I mean:
- | Open
- Name:Lydari Elephant
ManaCost:4 G
Types:Creature Elephant
PT:2/2
K:etbCounter:GROWTH:1
A:AB$ GenericChoice | Cost$ SubCounter<1/GROWTH> | Choices$ P11,P12,P13,P14,P15,P21,P22,P23,P24,P25,P31,P32,P33,P34,P35,P41,P42,P43,P44,P45,P51,P52,P53,P54,P55 | AtRandom$ True | Defined$ You | StackDescription$ SpellDescription | SpellDescription$ CARDNAME gains +1/+0, +1/+1 and/or +0/+1 counters in a combination that gives it +1, +2, +3, +4, or +5 to its power and toughness, each chosen individually and randomly.
SVar:P11:DB$ PutCounter | CounterType$ P1P1 | CounterNum$ 1
SVar:P12:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 1 | SubAbility$ P11
SVar:P13:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 2 | SubAbility$ P11
SVar:P14:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 3 | SubAbility$ P11
SVar:P15:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 4 | SubAbility$ P11
SVar:P21:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 1 | SubAbility$ P11
SVar:P22:DB$ PutCounter | CounterType$ P1P1 | CounterNum$ 2
SVar:P23:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 1 | SubAbility$ P22
SVar:P24:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 2 | SubAbility$ P22
SVar:P25:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 3 | SubAbility$ P22
SVar:P31:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 2 | SubAbility$ P11
SVar:P32:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 1 | SubAbility$ P22
SVar:P33:DB$ PutCounter | CounterType$ P1P1 | CounterNum$ 3
SVar:P34:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 1 | SubAbility$ P33
SVar:P35:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 2 | SubAbility$ P33
SVar:P41:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 3 | SubAbility$ P11
SVar:P42:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 2 | SubAbility$ P22
SVar:P43:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 1 | SubAbility$ P33
SVar:P44:DB$ PutCounter | CounterType$ P1P1 | CounterNum$ 4
SVar:P45:DB$ PutCounter | CounterType$ P0P1 | CounterNum$ 1 | SubAbility$ P44
SVar:P51:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 4 | SubAbility$ P11
SVar:P52:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 3 | SubAbility$ P22
SVar:P53:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 2 | SubAbility$ P33
SVar:P54:DB$ PutCounter | CounterType$ P1P0 | CounterNum$ 1 | SubAbility$ P44
SVar:P55:DB$ PutCounter | CounterType$ P1P1 | CounterNum$ 5
SVar:RemAIDeck:True
Oracle:Lydari Elephant enters the battlefield with a growth counter on it.\nRemove growth counter from Lydari Elephant: CARDNAME gains +1/+0, +1/+1 and/or +0/+1 counters in a combination that gives it +1, +2, +3, +4, or +5 to its power and toughness, each chosen individually and randomly.
Also, if there are modifiers to the die rolls, like "add +1 to the roll if your wisdom is 17, or +2 if it is 18" (typical in pen&paper roleplaying games), you are in for a world of headache trying to translate all of them to GenericChoice. Let alone something along the lines of "Add +X to the die roll where X is the number of cards in your hand/graveyard/library"... *shudder*
Oh, and an important caveat! Targeting doesn't work like you expect in GenericChoice subroutines. More specifically, it doesn't work at all. (Again, unless it has been changed in a relatively recent version.) You will need to use ChooseCard instead (see the Cranky Witch example above, die roll 5). Which is kind of similar, yet isn't the same! For example, "Protection from color" means, among other things, that the card can't be targeted by a spell or ability of a specific color...but, AFAIK, when using ChooseCard, a spell of that color can still affect (i.e., effectively "target") a card that is supposed to have protection from the color.
As for Urza, Academy Headmaster ...wow, that is one tough cookie. Looking briefly, I didn't notice anything that outright couldn't be done, but wow, it would be an insanely immense task! Comparable to scripting 50 or so individual cards. Not to mention that some of the die roll results involve something like "flip a coin 5 times...". Again, that can be scripted, but that in itself translates to quite a few script lines...
And if you succeed, you will have one record-breakingly massive script file! Probably 50kb or more.
Re: Card Development Questions
by Xitax » 30 Mar 2019, 02:19
It seems like Azra Oddsmaker might be scriptable. It's very similar to Hunter's Insight and Furyblade Vampire.
However due to my horrible scripting skills it doesn't work. Can this be fixed?
However due to my horrible scripting skills it doesn't work. Can this be fixed?
- Code: Select all
Name:Azra Oddsmaker
ManaCost:1 R
BTypes:Azra WarriorPT:3/3
T:Mode$ Phase | Phase$ BeginCombat | ValidPlayer$ You | Execute$ TrigPump | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
SVar:TrigPump:AB$ Pump | Cost$ Discard<1/Card> | Defined$ Self | Name$ Azra Oddsmaker Effect | ValidTgts$ Creature | TgtPrompt$ Select target creature | Triggers$ TrigDraw
SVars$ TrigDraw | RememberObjects$ Targeted | SpellDescription$ Choose target creature you control.
SVar:TrigDraw:Mode$ DamageDone | ValidSource$ Creature.IsRemembered | ValidTarget$ Player | Execute$ TrigDraw | CombatDamage$ True | TriggerDescription$ Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
SVar:TrigDraw:DB$Draw | Defined$ You | NumCards$ 2
Re: Card Development Questions
by Flexy » 29 Nov 2020, 14:03
new Card
Hullbreacher
I thought I would give it a try.
Still not sure how to test once I have done this. I will get there.
I really want to try Wheel of misfortune, it is kind of a mix between Menacing Ogre and Wheel of Fortune.
Hullbreacher
I thought I would give it a try.
Still not sure how to test once I have done this. I will get there.
I really want to try Wheel of misfortune, it is kind of a mix between Menacing Ogre and Wheel of Fortune.
- Code: Select all
Name:Hullbreacher
ManaCost:2 U
Types:Creature Merfolk Pirate
PT:3/2
K:Flash
R:Event$ Draw | ActiveZones$ Battlefield | ValidPlayer$ Opponent | ReplaceWith$ TrigToken | NotFirstCardInDrawStep$ True | Description$ If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with {T}, Sacrifice this artifact: Add one mana of any color.")
SVar:TrigToken:DB$ Token | TokenAmount$ 1 | TokenScript$ c_a_treasure_sac | TokenOwner$ You | LegacyImage$ c a treasure sac rna
SVar:Picture:http://www.wizards.com/global/images/magic/general/hullbreacher.jpg
Oracle:Flash\n If an opponent would draw a card except the first one they draw in each of their draw steps, instead you create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Re: Card Development Questions
by Flexy » 30 Nov 2020, 18:22
I got Hullbreacher to work, but now I need to make it so the art is available, and so it can be added to the other cards. How do I do that? I am making the train wreck of Wheel of Misfortune
Please help with Kodama of the east Tree
by Flexy » 13 Dec 2020, 04:58
How do I get this to only do it once and only cards with LECMC? Sorry, I am not super familiar with all the code yet. I think this will work, but it will try to do it for every permanent, not just the first one. If someone could point me to the file with the all the attributes that I can use that would be great.
- Code: Select all
Name:Kodama of the East Tree
ManaCost:4 G G
Types:Legendary Creature Spirit
PT:6/6
K:Reach
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Permanent.Other+YouCtrl | WithoutManaCost$ True | Optional$ True | Execute$ TrigChange | RememberChanged$ True | TriggerZones$ Battlefield | TriggerDescription$ Whenever another permanent enters the battlefield under your control, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser converted mana cost from your hand onto the battlefield.
SVar:TrigChange:DB$ChangeZone | Origin$ Hand | Destination$ Battlefield | ChangeType$ Permanent.Other | TgtPrompt$ Select target permanent less or equal converted mana cost | TargetsWithRelatedProperty$ LECMC |ChangeNum$ 1 | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:Picture:https://i.imgur.com/EjuyVTy.jpg
Oracle:Reach\n\nWhenever another permanent enters the battlefield under your control, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser converted mana cost from your hand onto the battlefield.\n\n Partner (you can have two commanders if both have partner.)
Last edited by Flexy on 16 Dec 2020, 14:09, edited 1 time in total.
Coercive Recruiter triggers for every copy in the deck
by Flexy » 23 Dec 2020, 17:20
For some reason it triggers for every copy in the deck instead of just the one on the battlefield. I am not sure where I went wrong on this one. I wouldn't have noticed had I not been testing it in standard format.
- Code: Select all
Name:Coercive Recruiter
ManaCost:4 R
Types:Creature Orc Pirate
PT:4/3
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigChange | TriggerDescription$ CARDNAME or another Pirate enters the battlefield under your control, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.YouCtrl+Other+Pirate | Execute$ TrigChange | TriggerDescription$ When CARDNAME or another Pirate enters the battlefield under your control, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
SVar:TrigChange:DB$GainControl | TgtPrompt$ Choose target creature | ValidTgts$ Creature | LoseControl$ EOT | Untap$ True | AddKWs$ Haste | TriggeredCard | Types$ Pirate
SVar:PlayMain1:OPPONENTCREATURES
SVar:Picture:http://www.wizards.com/global/images/magic/general/coercive_recruiter.jpg
Oracle:When CARDNAME or another Pirate enters the battlefield under your control, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
Does anybody still read this?
by Flexy » 24 Dec 2020, 18:21
Just seeing if anybody still reads this forum?
Re: Card Development Questions
by squee1968 » 25 Dec 2020, 20:36
I think you need a TrggerZone$ Battlefield in there.
Re: Card Development Questions
by Flexy » 25 Dec 2020, 23:10
I will give that a shot thank you.
Worked like a charm.
Worked like a charm.
Fynn, the Fangbearer
by Flexy » 05 Mar 2021, 01:23
Can anybody see why this works if one deathtouch creature is attacking, but if more than one it gets stuck on waiting for opponent.
- Code: Select all
Name:Fynn, the Fangbearer
ManaCost:1 G
Types:Legendary Creature Human Warrior
PT:1/3
K:Deathtouch
T:Mode$ DamageDone | ValidSource$ Creature.withDeathtouch+YouCtrl | ValidTarget$ Player | CombatDamage$ True | TriggerZones$ Battlefield | Execute$ DBPoison | Description$ Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. TriggerDescription$ Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
SVar:DBPoison:DB$ Poison | Num$ 2 | Defined$ TriggeredTarget
Oracle: Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Re: Card Development Questions
by squee1968 » 06 Mar 2021, 22:55
Fynn is already in. (rhymes) Here's his script
Name:Fynn, the Fangbearer
ManaCost:1 G
Types:Legendary Creature Human Warrior
PT:1/3
K:Deathtouch
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+withDeathtouch | ValidTarget$ Player | CombatDamage$ True | Execute$ TrigPoison | TriggerZones$ Battlefield | TriggerDescription$ Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters.
SVar:TrigPoison:DB$ Poison | Defined$ TriggeredTarget | Num$ 2
DeckHas:Ability$Counters
Oracle:Deathtouch\nWhenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters.
Name:Fynn, the Fangbearer
ManaCost:1 G
Types:Legendary Creature Human Warrior
PT:1/3
K:Deathtouch
T:Mode$ DamageDone | ValidSource$ Creature.YouCtrl+withDeathtouch | ValidTarget$ Player | CombatDamage$ True | Execute$ TrigPoison | TriggerZones$ Battlefield | TriggerDescription$ Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters.
SVar:TrigPoison:DB$ Poison | Defined$ TriggeredTarget | Num$ 2
DeckHas:Ability$Counters
Oracle:Deathtouch\nWhenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters.
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