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2014 official cards & decks & functions from ipad

New decks and cards for Stainless Games' release

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Re: 2014 official cards & decks & functions from ipad

Postby RiiakShiNal » 26 Jun 2013, 01:11

Other than missing a land pool xml I don't see anything that would prevent unlocking and using it like the Bolas deck in DotP 2013. Also since there is a default land pool even that may not prevent it from working online.
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Re: 2014 official cards & decks & functions from ipad

Postby NEMESiS » 26 Jun 2013, 01:24

RiiakShiNal wrote:Other than missing a land pool xml I don't see anything that would prevent unlocking and using it like the Bolas deck in DotP 2013. Also since there is a default land pool even that may not prevent it from working online.
The deck is not built right from construction point of view (I should have specified), it has 27 lands no mana fixers (tripe color deck) and a ton big spells. If someone were to unlock it the deck would not be very efficient but if its indeed built like encounter decks it would basically do:

turn 1 forest, Exploration, Island/forest/mountain
turn 2 Island/Mountain/forest, Island/Mountain/forest, Harmonize
turn 3 Island/Mountain/forest, Island/Mountain/forest etc.

For each game. I LOVE this idea because there were players abusing the revenge bolas deck online which in turn gives us modders a bad reputation.
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Re: 2014 official cards & decks & functions from ipad

Postby RiiakShiNal » 26 Jun 2013, 01:53

Ahh, that is what you were getting at and I see what you mean. There are no cards to specifically fetch lands the player might be missing.
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Re: 2014 official cards & decks & functions from ipad

Postby sumomole » 26 Jun 2013, 04:39

We still haven't Planeswalker... :?
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When a creature attacks you or a planeswalker you control, if Guardian of the Ages has defender, it loses defender and gains trample.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING">
    return TriggerPlayer() == EffectController()
    </TRIGGER>
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new code

Postby sumomole » 26 Jun 2013, 06:21

Intet, the Dreamer | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="26">
  <FILENAME text="INTET_THE_DREAMER_348844" />
  <CARDNAME text="INTET_THE_DREAMER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Intet, the Dreamer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Intet, le rêveur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Intet, la soñadora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Intet der Träumer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Intet, la Sognatrice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夢(ゆめ)見(み)るものインテット]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[꿈꾸는 자 인테트]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Интет, Мечтатель]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Intet, o Sonhador]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="348844" />
  <ARTID value="100730" />
  <ARTIST name="Dan Scott" />
  <CASTING_COST cost="{3}{U}{R}{G}" />
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Dragon" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="6" />
  <TOUGHNESS value="6" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu'Intet, le rêveur inflige des blessures de combat à un joueur, vous pouvez payer {2}{U}. Si vous faites ainsi, exilez la carte du dessus de votre bibliothèque, face cachée. Vous pouvez regarder cette carte tant qu'elle reste exilée. Vous pouvez jouer cette carte sans payer son coût de mana tant qu'Intet reste sur le champ de bataille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que Intet, la soñadora haga daño de combate a un jugador, puedes pagar {2}{U}. Si lo haces, exilia la primera carta de tu biblioteca boca abajo. Puedes mirar esa carta mientras permanezca exiliada. Puedes jugar esa carta sin pagar su coste de maná mientras Intet permanezca en el campo de batalla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn Intet der Träumer einem Spieler Kampfschaden zufügt, kannst du {2}{U} bezahlen. Falls du dies tust, schicke die oberste Karte deiner Bibliothek verdeckt ins Exil. Du kannst diese Karte anschauen, solange sie im Exil bleibt. Du kannst diese Karte spielen, ohne ihre Manakosten zu bezahlen, solange Intet im Spiel ist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta Intet, la Sognatrice infligge danno da combattimento a un giocatore, puoi pagare {2}{U}. Se lo fai, esilia la prima carta del tuo grimorio a faccia in giù. Puoi guardare quella carta fintanto che rimane esiliata. Puoi giocare quella carta senza pagare il suo costo di mana fintanto che Intet rimane sul campo di battaglia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夢見るものインテットがいずれかのプレイヤーに戦闘ダメージを与えるたび、あなたは{2}{U}を支払ってもよい。そうした場合、あなたのライブラリーの一番上のカードを裏向きに追放する。そのカードが追放されているかぎり、あなたはそのカードを見てもよい。あなたは夢見るものインテットが戦場にあるかぎり、そのカードをマナ・コストを支払うことなくプレイしてもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[꿈꾸는 자 인테트가 플레이어에게 전투피해를 입힐 때마다, 당신은 {2}{U}를 지불할 수 있다. 당신이 그런다면 당신의 서고 맨 위의 카드를 앞면이 보이지 않게 추방한다. 그 카드가 추방되어있는 한, 당신은 그 카드를 볼 수 있다. 당신은 인테트가 전장에 남아있는 한 그 카드를 마나 비용을 내지 않고 플레이할 수 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Интет, Мечтатель наносит боевые повреждения игроку, вы можете заплатить {2}{U}. Если вы это делаете, изгоните верхнюю карту вашей библиотеки рубашкой вверх. Вы можете смотреть ту карту, пока она остается в изгнании. Вы можете разыграть ту карту без уплаты ее мана-стоимости, пока Интет остается на поле битвы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Intet, o Sonhador, causa dano de combate a um jogador, você pode pagar {2}{U}. Se fizer isso, exile o card do topo de seu grimório com a face voltada para baixo. Você pode olhar aquele card enquanto ele permanecer exilado. Você pode jogar aquele card sem pagar seu custo de mana enquanto Intet permanecer no campo de batalha.]]></LOCALISED_TEXT>
    <SFX text="CASTER_GHOST_DRAGON_PLAY" />
    <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    if effectController ~= nil then
       effectController:BeginNewMultipleChoice()   
       effectController:AddMultipleChoiceAnswer( "CARD_QUERY_INTET_PAY_MANA_COST", effectController:CanPayManaCost("{2}{U}") )   
       effectController:AddMultipleChoiceAnswer( "CARD_QUERY_INTET_DO_NOT_PAY_MANA" )   
       effectController:AskMultipleChoiceQuestion( "CARD_QUERY_INTET_QUESTION", TriggerObject() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       EffectController():PayManaCost("{2}{U}")
       local card = EffectController():Library_GetTop()
       if card ~= nil then
          EffectDC():Set_CardPtr( 0, card )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       if target ~= nil then
          EffectDC():Protect_CardPtr(0)
          target:ExileFaceDown()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       local source = EffectSource()
       if target ~= nil and source ~= nil then
          target:NailOnto(source)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       local source = EffectSource()
       if target ~= nil and source ~= nil and (MTG():IsMainDuel() == false) then
          EffectController():AddPlayScore(1000)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectController():GetMultipleChoiceResult() == 0 then
       if EffectSource() ~= nil then
          local card = EffectDC():Get_CardPtr(0)
          if card ~= nil then
             local characteristics = card:GetCurrentCharacteristics()
             characteristics:GrantAbility(1)
          end
       end
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       if target ~= nil then
          local characteristics = target:GetCurrentCharacteristics()
          characteristics:CanLookAtWhileFaceDown( EffectController() )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectDC():Get_CardPtr(0) == nil)
    </DURATION>
  </TRIGGERED_ABILITY>
  <UTILITY_ABILITY resource_id="1" qualifier="Alternate" origin_controller_can_use="1" active_zone="ZONE_ANY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cast this card from exile without paying its mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lancez cette carte depuis l'exil sans payer son coût de mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lanza esta carta desde el exilio sin pagar su coste de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Diese Karte aus dem Exil wirken, ohne ihre Manakosten zu bezahlen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lancia questa carta dall'esilio senza pagare il suo costo di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[マナ・コストを支払うことなくこのカードを追放領域から唱える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마나비용을 지불하지 않고 추방 영역에서 이 카드를 발동한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Разыграйте эту карту из изгнания без уплаты ее мана-стоимости.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conjure este card a partir do exílio sem pagar seu custo de mana.]]></LOCALISED_TEXT>
  </UTILITY_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUE_DRAGON_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
  <AI_BASE_SCORE score="1500" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
--
Code: Select all
TriggerObject():GrantPseudoFlash()
--
Code: Select all
    <RESOLUTION_TIME_ACTION>
    -- turns off other delayed trigger
    MTG():RemoveDelayedTrigger(1)
    </RESOLUTION_TIME_ACTION>
--
Scourge of Valkas is wrong.
--
I cann't understand the delayed triggered ability of Diluvian Primordial. :shock:
Last edited by sumomole on 26 Jun 2013, 16:57, edited 6 times in total.
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Re: 2014 official cards & decks & functions from ipad

Postby thefiremind » 26 Jun 2013, 08:31

RiiakShiNal wrote:This could mean that the AI is still stupid when trying to handle infect (like DotP 2013).
There's a Blightsteel Colossus in the card list. I haven't checked if it's part of a challenge (as it was in DotP2013) or if it's an unlock of a deck (it would make sense in the ramp deck), anyway I tend to be more optimistic about this. :D

sumomole wrote:
Intet, the Dreamer | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="26">
  <FILENAME text="INTET_THE_DREAMER_348844" />
  <CARDNAME text="INTET_THE_DREAMER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Intet, the Dreamer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Intet, le rêveur]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Intet, la soñadora]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Intet der Träumer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Intet, la Sognatrice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夢(ゆめ)見(み)るものインテット]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[꿈꾸는 자 인테트]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Интет, Мечтатель]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Intet, o Sonhador]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="348844" />
  <ARTID value="100730" />
  <ARTIST name="Dan Scott" />
  <CASTING_COST cost="{3}{U}{R}{G}" />
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Dragon" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="6" />
  <TOUGHNESS value="6" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Intet, the Dreamer deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu'Intet, le rêveur inflige des blessures de combat à un joueur, vous pouvez payer {2}{U}. Si vous faites ainsi, exilez la carte du dessus de votre bibliothèque, face cachée. Vous pouvez regarder cette carte tant qu'elle reste exilée. Vous pouvez jouer cette carte sans payer son coût de mana tant qu'Intet reste sur le champ de bataille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que Intet, la soñadora haga daño de combate a un jugador, puedes pagar {2}{U}. Si lo haces, exilia la primera carta de tu biblioteca boca abajo. Puedes mirar esa carta mientras permanezca exiliada. Puedes jugar esa carta sin pagar su coste de maná mientras Intet permanezca en el campo de batalla.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn Intet der Träumer einem Spieler Kampfschaden zufügt, kannst du {2}{U} bezahlen. Falls du dies tust, schicke die oberste Karte deiner Bibliothek verdeckt ins Exil. Du kannst diese Karte anschauen, solange sie im Exil bleibt. Du kannst diese Karte spielen, ohne ihre Manakosten zu bezahlen, solange Intet im Spiel ist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta Intet, la Sognatrice infligge danno da combattimento a un giocatore, puoi pagare {2}{U}. Se lo fai, esilia la prima carta del tuo grimorio a faccia in giù. Puoi guardare quella carta fintanto che rimane esiliata. Puoi giocare quella carta senza pagare il suo costo di mana fintanto che Intet rimane sul campo di battaglia.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[夢見るものインテットがいずれかのプレイヤーに戦闘ダメージを与えるたび、あなたは{2}{U}を支払ってもよい。そうした場合、あなたのライブラリーの一番上のカードを裏向きに追放する。そのカードが追放されているかぎり、あなたはそのカードを見てもよい。あなたは夢見るものインテットが戦場にあるかぎり、そのカードをマナ・コストを支払うことなくプレイしてもよい。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[꿈꾸는 자 인테트가 플레이어에게 전투피해를 입힐 때마다, 당신은 {2}{U}를 지불할 수 있다. 당신이 그런다면 당신의 서고 맨 위의 카드를 앞면이 보이지 않게 추방한다. 그 카드가 추방되어있는 한, 당신은 그 카드를 볼 수 있다. 당신은 인테트가 전장에 남아있는 한 그 카드를 마나 비용을 내지 않고 플레이할 수 있다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Интет, Мечтатель наносит боевые повреждения игроку, вы можете заплатить {2}{U}. Если вы это делаете, изгоните верхнюю карту вашей библиотеки рубашкой вверх. Вы можете смотреть ту карту, пока она остается в изгнании. Вы можете разыграть ту карту без уплаты ее мана-стоимости, пока Интет остается на поле битвы.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que Intet, o Sonhador, causa dano de combate a um jogador, você pode pagar {2}{U}. Se fizer isso, exile o card do topo de seu grimório com a face voltada para baixo. Você pode olhar aquele card enquanto ele permanecer exilado. Você pode jogar aquele card sem pagar seu custo de mana enquanto Intet permanecer no campo de batalha.]]></LOCALISED_TEXT>
    <SFX text="CASTER_GHOST_DRAGON_PLAY" />
    <TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="self" damage_type="combat" />
    <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    if effectController ~= nil then
       effectController:BeginNewMultipleChoice()   
       effectController:AddMultipleChoiceAnswer( "CARD_QUERY_INTET_PAY_MANA_COST", effectController:CanPayManaCost("{2}{U}") )   
       effectController:AddMultipleChoiceAnswer( "CARD_QUERY_INTET_DO_NOT_PAY_MANA" )   
       effectController:AskMultipleChoiceQuestion( "CARD_QUERY_INTET_QUESTION", TriggerObject() )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       EffectController():PayManaCost("{2}{U}")
       local card = EffectController():Library_GetTop()
       if card ~= nil then
          EffectDC():Set_CardPtr( 0, card )
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       if target ~= nil then
          EffectDC():Protect_CardPtr(0)
          target:ExileFaceDown()
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       local source = EffectSource()
       if target ~= nil and source ~= nil then
          target:NailOnto(source)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       local source = EffectSource()
       if target ~= nil and source ~= nil and (MTG():IsMainDuel() == false) then
          EffectController():AddPlayScore(1000)
       end
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectController():GetMultipleChoiceResult() == 0 then
       if EffectSource() ~= nil then
          local card = EffectDC():Get_CardPtr(0)
          if card ~= nil then
             local characteristics = card:GetCurrentCharacteristics()
             characteristics:GrantAbility(1)
          end
       end
    end
    </CONTINUOUS_ACTION>
    <CONTINUOUS_ACTION layer="8">
    if EffectController():GetMultipleChoiceResult() == 0 then
       local target = EffectDC():Get_CardPtr(0)
       if target ~= nil then
          local characteristics = target:GetCurrentCharacteristics()
          characteristics:CanLookAtWhileFaceDown( EffectController() )
       end
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return (EffectDC():Get_CardPtr(0) == nil)
    </DURATION>
  </TRIGGERED_ABILITY>
  <UTILITY_ABILITY resource_id="1" qualifier="Alternate" origin_controller_can_use="1" active_zone="ZONE_ANY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cast this card from exile without paying its mana cost.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Lancez cette carte depuis l'exil sans payer son coût de mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Lanza esta carta desde el exilio sin pagar su coste de maná.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Diese Karte aus dem Exil wirken, ohne ihre Manakosten zu bezahlen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lancia questa carta dall'esilio senza pagare il suo costo di mana.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[マナ・コストを支払うことなくこのカードを追放領域から唱える。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[마나비용을 지불하지 않고 추방 영역에서 이 카드를 발동한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Разыграйте эту карту из изгнания без уплаты ее мана-стоимости.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Conjure este card a partir do exílio sem pagar seu custo de mana.]]></LOCALISED_TEXT>
  </UTILITY_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <SFX text="COMBAT_BLUE_DRAGON_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
  <AI_BASE_SCORE score="1500" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
Yes, Intet is a goldmine of new functions! :lol:

EDIT: Am I the only one who noticed a lot of typos in the query strings? I guess they are also in the TEXT_PERMANENT XMLs, which makes the typos irrelevant, but embarassing nonetheless. :mrgreen:
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Re: 2014 official cards & decks & functions from ipad

Postby hebi-chan » 26 Jun 2013, 18:01

RiiakShiNal wrote:
thefiremind wrote:Bad news: Concerted Effort was on the preliminary lists but it isn't here (protection still can't be checked).
Actually, I have an idea on how to make Concerted Effort, I just got fed up with it in DotP 2013 because at one point I lost all the code and functions I had written for it (though I did have it mostly working at one point, even had it checking and assigning protection) and didn't really want to re-write everything from scratch.
With indestructibility in the sliver set, wouldn't that resolve most of the issues?
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Re: 2014 official cards & decks & functions from ipad

Postby NEMESiS » 26 Jun 2013, 18:12

Looks like Mythic Rare cards now have animations when zooming in, this is from grave titan:


Code: Select all
  <ANIMATEDARTFILENAME primary_animation="Grave-Titan.bik" />
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Re: 2014 official cards & decks & functions from ipad

Postby hebi-chan » 26 Jun 2013, 18:27

NEMESiS wrote:Looks like Mythic Rare cards now have animations when zooming in, this is from grave titan:


Code: Select all
  <ANIMATEDARTFILENAME primary_animation="Grave-Titan.bik" />
I can confirm that, I have played several games and have noticed it. Although, I think its more just key cards as Chandra's Phoenix also had this effect.
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Re: 2014 official cards & decks & functions from ipad

Postby RiiakShiNal » 26 Jun 2013, 19:17

hebi-chan wrote:With indestructibility in the sliver set, wouldn't that resolve most of the issues?
Indestructibility has nothing to do with the problems in making Concerted Effort. The main problem with making Concerted Effort is checking and copying Protections, all the other abilities that Concerted Effort deals with are quite easy to check for and assign. The reason protection is so difficult is because there are no functions for checking them.

So the easiest way to check protections is to have the card with protection tell us what protections it has (through ObjectDC() registers). Of the types of protection we have protection from colour, supertype, type, sub-type, and converted mana cost (the player can also get protection from card name). Of course these types can be mixed, matched, and combined to form specific sets of protection. For example protection from red spells (basically colour red and (type instant or type sorcery)). So this can get quite complex and it also requires that all cards with protection advertise what their protections are (means all cards with protection will need to be re-coded).

I'm not even going to consider unhinged/unglued protections like protection from artist of choice and protection from wordy.
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New rule

Postby sumomole » 27 Jun 2013, 06:29

1.jpg
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Re: 2014 official cards & decks & functions from ipad

Postby sumomole » 27 Jun 2013, 15:42

I saw CARD_QUERY_CHOOSE_A_PLAYER_TO_SKIP_UNTAP(Choose a player to skip his or her next untap step. ) in the CARD_UI_TEXT0000.xml. :shock:
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Re: 2014 official cards & decks & functions from ipad

Postby RiiakShiNal » 27 Jun 2013, 17:45

sumomole wrote:I saw CARD_QUERY_CHOOSE_A_PLAYER_TO_SKIP_UNTAP(Choose a player to skip his or her next untap step. ) in the CARD_UI_TEXT0000.xml. :shock:
Yeah there are apparently a couple of new functions for skipping:
  • SkipPhase
  • SkipStep
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Re: 2014 official cards & decks & functions from ipad

Postby Persee » 28 Jun 2013, 07:03

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Re: 2014 official cards & decks & functions from ipad

Postby castled » 28 Jun 2013, 11:03

I found something from Chronozoa,I never seen it before, does it mean "integrally copy"?
MTG():PutTokenCopiesOntoBattlefield( EffectSourceLKI(), 2, EffectController() )
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="19">
  <FILENAME text="CHRONOZOA_349105" />
  <CARDNAME text="CHRONOZOA" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Chronozoa]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Chronozoaire]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cronozoo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zeitzeller]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cronozoi]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クロノゾア]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[크로노조아]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Хроноза]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cronozoário]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="349105" />
  <ARTID value="100652" />
  <ARTIST name="James Wong" />
  <CASTING_COST cost="{3}{U}" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Illusion" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <POWER value="3" />
  <TOUGHNESS value="3" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vanishing 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Disparition 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[desmaterializarse 3.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verschwinden 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Evanescenza 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[消失 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[소실 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Исчезновение 3]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Desaparecer 3]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Time" proliferate="11" />
    <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
    return MTG():GetStep() == STEP_UPKEEP
    </TRIGGER>
    <INTERVENING_IF>
    local numCounters = EffectSourceLKI():CountCounters( MTG():GetCountersType( "Time") )
    if numCounters == 0 then
       return false
    else
       return true
    end
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():RemoveCounters( MTG():GetCountersType("Time"), 1)   
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Chronozoa dies, if it had no time counters on it, put two tokens that are copies of it onto the battlefield.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Chronozoaire meurt, s'il n'avait aucun marqueur « temps » sur lui, mettez sur le champ de bataille deux jetons qui sont des copies du Chronozoaire.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Cronozoo muera, si no tenía contadores de tiempo sobre él, pon en el campo de batalla dos fichas que son copias de él.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Zeitzeller stirbt und falls keine Zeitmarken auf ihm liegen, bringe zwei Spielsteine ins Spiel, die Kopien des Zeitzellers sind.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando i Cronozoi muoiono, se non avevano segnalini tempo, metti sul campo di battaglia due pedine che sono copie dei Cronozoi.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[クロノゾアが死亡したとき、その上に時間カウンターが1個も置かれていない場合、そのコピーであるトークンを2体戦場に出す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[크로노조아가 죽을 때 크로노조아에 시간 카운터가 없다면, 코로노조아의 복제 토큰 두 개를 전장에 놓는다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Хроноза умирает, если на ней не было временных жетонов, положите на поле битвы две фишки, являющиеся ее копиями.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Cronozoário morrer, se ele não tiver marcadores temporais, coloque duas fichas que sejam cópias dele no campo de batalha.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD" />
    <INTERVENING_IF>
    local numCounters = EffectSourceLKI():CountCounters( MTG():GetCountersType( "Time") )
    if numCounters == 0 then
       return true
    else
       return false
    end
    </INTERVENING_IF>
    <RESOLUTION_TIME_ACTION>
    MTG():PutTokenCopiesOntoBattlefield( EffectSourceLKI(), 2, EffectController() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
    <COUNTER_REGISTRATION name="Time" proliferate="11" />
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if EffectSource() ~= nil then
       EffectSource():AddCounters( MTG():GetCountersType("Time"), 3)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY>
    <TRIGGER value="COUNTERS_CHANGED" simple_qualifier="self">
    if GetAmount() &lt;0 and CounterTypeIndex() == MTG():GetCountersType( "Time")  and EffectSource():CountCounters( MTG():GetCountersType( "Time")) == 0 then
       return true
    else
       return false
    end
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local numCounters = EffectSource():CountCounters( MTG():GetCountersType( "Time") )
    if numCounters == 0 then
       EffectController():Sacrifice( EffectSource() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
  <HELP title="MORE_INFO_TITLE_VANISHING" body="MORE_INFO_BODY_VANISHING" zone="ZONE_ANY" />
  <SFX text="COMBAT_PLASMA_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_PLASMA_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>


and this, from Oblivion Ring
if target ~= nil then
LinkedDC():Set_CardPtr(0, target)
LinkedDC():Protect_CardPtr(0)
target:Exile()
end
does it mean something exiled can still be target now?
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="6">
  <FILENAME text="OBLIVION_RING_348472" />
  <CARDNAME text="OBLIVION_RING" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Oblivion Ring]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cercle de l'oubli]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Anillo del olvido]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vergessenheitsring]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Anello dell'Oblio]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘(ぼう)却(きゃく)の輪(わ)]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[망각륜]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Кольцо Забвения]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Anel do Esquecimento]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="348472" />
  <ARTID value="115005" />
  <ARTIST name="Franz Vohwinkel" />
  <CASTING_COST cost="{2}{W}" />
  <TYPE metaname="Enchantment" />
  <EXPANSION value="DPI" />
  <RARITY metaname="C" />
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Oblivion Ring enters the battlefield, exile another target nonland permanent.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Cercle de l'oubli arrive sur le champ de bataille, exilez un autre permanent non-terrain ciblé.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Anillo del olvido entre al campo de batalla, exilia otro permanente objetivo que no sea tierra.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Vergessenheitsring ins Spiel kommt, schicke eine andere bleibende Karte deiner Wahl ins Exil, die kein Land ist.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l'Anello dell'Oblio entra nel campo di battaglia, esilia un altro permanente non terra bersaglio.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘却の輪が戦場に出たとき、他の土地でないパーマネント1つを対象とし、それを追放する。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[망각륜이 전장에 들어올 때, 대지가 아닌 다른 지속물 한 개를 목표로 정한다. 그 지속물을 추방한다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Кольцо Забвения выходит на поле битвы, изгоните другой целевой перманент, не являющийся землей.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Anel do Esquecimento entrar no campo de batalha, exile outra permanente alvo que não seja um terreno.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
    <TARGET tag="CARD_QUERY_CHOOSE_NONLAND_PERMANENT_TO_EXILE" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_CARD_INSTANCE, OP_NOT, EffectSource() )
    filter:Add( FE_TYPE, OP_NOT, CARD_TYPE_LAND )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       LinkedDC():Set_CardPtr(0, target)
       LinkedDC():Protect_CardPtr(0)
       target:Exile()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    local target = LinkedDC():Get_CardPtr(0)
    local source = EffectSource()
    if target ~= nil and source ~= nil then
       target:NailOnto(source)
    end
    </RESOLUTION_TIME_ACTION>
    <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner’s control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Cercle de l'oubli quitte le champ de bataille, renvoyez, sous le contrôle de son propriétaire, la carte exilée sur le champ de bataille.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando el Anillo del olvido deje el campo de batalla, regresa la carta exiliada al campo de batalla bajo el control de su propietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn der Vergessenheitsring das Spiel verlässt, bringe die ins Exil geschickte Karte unter der Kontrolle ihres Besitzers ins Spiel zurück.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando l'Anello dell'Oblio lascia il campo di battaglia, rimetti la carta esiliata sul campo di battaglia sotto il controllo del suo proprietario.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[忘却の輪が戦場を離れたとき、その追放されたカードをオーナーのコントロール下で戦場に戻す。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[망각륜이 전장에서 떠날 때, 그 추방된 카드를 소유자의 조종하에 전장으로 되돌린다.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Кольцо Забвения покидает поле битвы, верните ту изгнанную карту на поле битвы под контролем ее владельца.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Anel do Esquecimento deixar o campo de batalha, devolva o card exilado ao campo de batalha sob o controle de seu dono.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local target = LinkedDC():Get_CardPtr(0)
    if target ~= nil then
       target:PutOntoBattlefield( target:GetOwner() )
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>
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