Turns out "Arbiter of the Moors" is really "Moorland Inquisitor". Here are correctly named scripts for Moorland Inquisitor, Alchemist's Apprentice and Righteous Blow.
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Name:Vessel of Endless Rest
ManaCost:3
Types:Artifact
Text:no text
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ Disinter | TriggerDescription$ When CARDNAME enters the battlefield, put target card in a graveyard on the bottom of its owner's library.
SVar:Disinter:DB$ ChangeZone | Origin$ Graveyard | Destination$ Library | ValidTgts$ Card | TgtPrompt$ Select target card from a graveyard | LibraryPosition$ -1
A:AB$ Mana | Cost$ T | Produced$ Any | SpellDescription$ Add one mana of any color to your mana pool.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/vessel_of_endless_rest.jpg
End
Name:Scroll of Avacyn
ManaCost:1
Types:Artifact
Text:no text
A:AB$ Draw | Cost$ 1 Sac<1/CARDNAME> | NumCards$ 1 | SubAbility$ BlessedLife | SpellDescription$ Draw a card. If you control an Angel, you gain 5 life.
SVar:BlessedLife:AB$GainLife | Cost$ 0 | Defined$ You | ConditionPresent$ Angel.YouCtrl | ConditionCompare$ GE1 | LifeAmount$ 5 | ConditionDescription$ If you control an Angel,
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/scroll_of_avacyn.jpg
End
Name:Yew Spirit
ManaCost:4 G
Types:Creature Treefolk Spirit
Text:no text
PT:3/3
A:AB$ Pump | Cost$ 2 G G | NumAtt$ +X | NumDef$ +X | SpellDescription$ CARDNAME gets +X/+X until end of turn, where X is its power.
SVar:X:Count$CardPower
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/yew_spirit.jpg
End
Name:Wildwood Geist
ManaCost:4 G
Types:Creature Spirit
Text:no text
PT:3/3
S:Mode$ Continuous | Affected$ Card.Self | AddPower$ 2 | AddToughness$ 2 | PlayerTurn$ True | Description$ CARDNAME gets +2/+2 as long as it's your turn.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/wildwood_geist.jpg
End
Name:Wild Defiance
ManaCost:2 G
Types:Enchantment
Text:no text
T:Mode$ BecomesTarget | ValidTarget$ Creature.YouCtrl | ValidSource$ Card.Instant,Card.Sorcery | TriggerZones$ Battlefield | Execute$ WildPump | TriggerDescription$ Whenever a creature you control becomes the target of an instant or sorcery spell, it gets +3/+3 until end of turn.
SVar:WildPump:DB$ Pump | Defined$ TriggeredTarget | NumAtt$ +3 | NumDef$ +3
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/wild_defiance.jpg
End
Name:Natural End
ManaCost:2 G
Types:Instant
Text:no text
A:SP$ Destroy | Cost$ 2 G | ValidTgts$ Artifact,Enchantment | TgtPrompt$ Select target artifact or enchantment | SubAbility$ NaturalLife | SpellDescription$ Destroy target artifact or enchantment. You gain 3 life.
SVar:NaturalLife:DB$GainLife | Defined$ You | LifeAmount$ 3
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/natural_end.jpg
End
Name:Bower Passage
ManaCost:1 G
Types:Enchantment
Text:no text
S:Mode$ Continuous | Affected$ Creature.YouCtrl | AddHiddenKeyword$ HIDDEN CantBeBlockedBy Creature.withFlying | Description$ Creatures you control can't be blocked by creatures with flying.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/bower_passage.jpg
End
Name:Ulvenwald Tracker
ManaCost:G
Types:Creature Human Shaman
Text:no text
PT:1/1
A:AB$ Pump | Cost$ 1 G T | ValidTgts$ Creature.YouCtrl | TgtPrompt$ Choose target creature you control | SubAbility$ TrackerFight | StackDescription$ None | SpellDescription$ Target creature you control fights another target creature.
SVar:TrackerFight:DB$ Fight | Defined$ Targeted | ValidTgts$ Creature | TgtPrompt$ Choose target creature to fight the first target
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/ulvenwald_tracker.jpg
End
Name:Scalding Devil
ManaCost:1 R
Types:Creature - Devil
Text:no text
PT:1/1
A:AB$ DealDamage | Cost$ 2 R | Tgt$ TgtP | NumDmg$ 1 | SpellDescription$ CARDNAME deals 1 damage to target player.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/scalding_devil.jpg
End
Name:Dangerous Wager
ManaCost:1 R
Types:Instant
Text:no text
A:SP$ Discard | Cost$ 1 R | Mode$ Hand | Defined$ You | SubAbility$ BetThat | SpellDescription$ Discard your hand, then draw two cards.
SVar:BetThat:DB$ Draw | Defined$ You | NumCards$ 2
SVar:RemRandomDeck:True
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/dangerous_wager.jpg
End
I'd say we just add them, Flicker still works for ETB abilities, it just won't work for saving from Targeting. We can add a note that this is a known Bug in the Release, and try to get someone on it.moomarc wrote:We've hit the 75% implemented mark! Great work everyone - as always!
What are we going to do with the flicker-type cards. Currently Restoration Angel and Cloudshift are added to the branch. They're iscripted (and thus flawed) the same way as the already implemented Momentary Blink (except without using remembered), so should we leave them in or remove them until someone has a chance to add the code to make them work properly?
The creatures also don't become unenchanted. They're no longer affected by the aura, but the aura isn't removed from the creature (or from the battlefield) and cards that care about whether its enchanted still count it. There's also the issue of 'flickering' creatures that you gained control of until the end of turn. They still return to owner at EOT.friarsol wrote:I'd say we just add them, Flicker still works for ETB abilities, it just won't work for saving from Targeting. We can add a note that this is a known Bug in the Release, and try to get someone on it.moomarc wrote:We've hit the 75% implemented mark! Great work everyone - as always!
What are we going to do with the flicker-type cards. Currently Restoration Angel and Cloudshift are added to the branch. They're iscripted (and thus flawed) the same way as the already implemented Momentary Blink (except without using remembered), so should we leave them in or remove them until someone has a chance to add the code to make them work properly?
Name:Timberland Guide
ManaCost:1 G
Types:Creature Human Scout
Text:no text
PT:1/1
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ GoodWood | TriggerDescription$ When CARDNAME enters the battlefield, put a +1/+1 counter on target creature.
SVar:GoodWood:AB$PutCounter | Cost$ 0 | ValidTgts$ Creature | TgtPrompt$ Select target creature | CounterType$ P1P1 | CounterNum$ 1
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/timberland_guide.jpg
End
Name:Snare the Skies
ManaCost:G
Types:Instant
Text:no text
A:SP$ Pump | Cost$ G | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumAtt$ +1 | NumDef$ +1 | KW$ Reach | SpellDescription$ Target creature gets +1/+1 and gains reach until end of turn.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/snare_the_skies.jpg
End
Name:Eaten by Spiders
ManaCost:2 G
Types:Instant
Text:no text
A:SP$ Destroy | Cost$ 2 G | ValidTgts$ Creature.withFlying | TgtPrompt$ Select target creature with flying | SubAbility$ ChompEquip | RememberTargets$ True | SpellDescription$ Destroy target creature with flying and all Equipment attached to that creature.
SVar:ChompEquip:DB$ DestroyAll | ValidCards$ Remembered.Equipment+Attached | SubAbility$ DBCleanup
SVar:DBCleanup:DB$Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/eaten_by_spiders.jpg
End
Name:Abundant Growth
ManaCost:G
Types:Enchantment Aura
Text:no text
K:Enchant land
A:SP$ Attach | Cost$ G | ValidTgts$ Land | AILogic$ Pump
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ FreeCard | TriggerDescription$ When CARDNAME enters the battlefield, draw a card.
SVar:FreeCard:DB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddAbility$ PrismTap | Description$ Enchanted land has "{T}: Add one mana of any color to your mana pool."
SVar:PrismTap:AB$ Mana | Cost$ T | Produced$ Any
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/abundant_growth.jpg
End
Name:Vigilante Justice
ManaCost:3 R
Types:Enchantment
Text:no text
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Human.YouCtrl | TriggerZones$ Battlefield | Execute$ AndJusticeForAll | TriggerDescription$ Whenever a Human enters the battlefield under your control, CARDNAME deals 1 damage to target creature or player.
SVar:AndJusticeForAll:DB$ DealDamage | Tgt$ TgtCP | NumDmg$ 1
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/vigilante_justice.jpg
End
Name:Uncanny Speed
ManaCost:1 R
Types:Instant
Text:no text
A:SP$ Pump | Cost$ 1 R | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumAtt$ +3 | KW$ Haste | SpellDescription$ Target creature gets +3/+0 and gains haste until end of turn.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/uncanny_speed.jpg
End
Name:Thatcher Revolt
ManaCost:2 R
Types:Sorcery
Text:no text
A:SP$ Token | Cost$ 2 R | TokenAmount$ 3 | TokenName$ Human | TokenTypes$ Creature,Human | TokenOwner$ You | TokenColors$ Red | TokenPower$ 1 | TokenToughness$ 1 | TokenKeywords$ Haste<>At the beginning of the end step, sacrifice CARDNAME. | SpellDescription$ Put three 1/1 red Human creature tokens with haste onto the battlefield. Sacrifice those tokens at the beginning of the next end step.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/thatcher_revolt.jpg
End
Name:Pillar of Flame
ManaCost:R
Types:Sorcery
Text:no text
A:SP$ DealDamage | Cost$ R | Tgt$ TgtCP | NumDmg$ 2 | SubAbility$ Toast | SpellDescription$ CARDNAME deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
SVar:Toast:DB$Pump | KW$ HIDDEN If CARDNAME would be put into a graveyard, exile it instead. | Defined$ Targeted
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/pillar_of_flame.jpg
End
Name:Somberwald Vigilante
ManaCost:R
Types:Creature Human Warrior
Text:no text
PT:1/1
T:Mode$ Blocks | ValidCard$ Creature | ValidBlocked$ Card.Self | TriggerZones$ Battlefield | Execute$ RogueDamage | TriggerDescription$ Whenever CARDNAME becomes blocked by a creature, CARDNAME deals 1 damage to that creature.
SVar:RogueDamage:AB$ DealDamage | Cost$ 0 | Defined$ TriggeredBlocker | NumDmg$ 1
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/somberwald_vigilante.jpg
End
Name:Rush of Blood
ManaCost:2 R
Types:Instant
Text:no text
A:SP$ Pump | Cost$ 2 R | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumAtt$ +X | SpellDescription$ Target creature gets +X/+0 until end of turn, where X is its power.
SVar:X:Targeted$CardPower
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/rush_of_blood.jpg
End
Those eight will take us up to 90% for the setsquee1968 wrote:These last 8 cards should finish the set, at least as far as the cards that can be done by me. I should have these done shortly.
Malicious Intent
Kessig Malcontents
Havengul Vampire
Guise of Fire
Gang of Devils
Dual Casting
Raging Poltergeist
Hound of Griselbrand
