This is the
Auntie's Snitch I came up with using Riiak's first method. I tested that it works, and it appears to. (I did not test the graveyard ability at all, though.)
- Auntie's Snitch | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AUNTIES_SNITCH_CW_370533" />
<CARDNAME text="AUNTIES_SNITCH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mouchard de Tantine]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soplón de la Tía]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spia della Zietta]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="370533" />
<ARTID value="CW370533" />
<ARTIST name="Warren Mahy" />
<CASTING_COST cost="{2}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="MMA" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Mouchard de Tantine ne peut pas bloquer.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Soplón de la Tía no puede bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel kann nicht blocken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Spia della Zietta non può bloccare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者ではブロックできない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач не может блокировать.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia não pode bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线不能进行阻挡。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線不能進行阻擋。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_CANT_BLOCK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil and TFM_KinshipCheck(TriggerObject(), EffectSource())
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil and TFM_KinshipCheck(TriggerObject(), EffectSource())
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<UTILITY_ABILITY qualifier="Alternate">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Incursion {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rondar {1}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beutezug {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[徘徊 {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мародерство {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espreitar {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[伺机{1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[伺機{1}{B}]]></LOCALISED_TEXT>
<AVAILABILITY>
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 1
</AVAILABILITY>
<COST mana_cost="{1}{B}" type="Mana" />
<ABILITY_TEXT tag="ALTERNATE_COST_AUNTIES_SNITCH_PROWL" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un gobelin ou qu’un gredin que vous contrôlez inflige des blessures de combat à un joueur, si le Mouchard de Tantine est dans votre cimetière, vous pouvez renvoyer le Mouchard de Tantine dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un Trasgo o Bribón que controles haga daño de combate a un jugador, si el Soplón de la Tía está en tu cementerio, puedes regresarlo a tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Goblin oder ein Räuber, den du kontrollierst, einem Spieler Kampfschaden zufügt, kannst du Tantchens Spitzel auf deine Hand zurückbringen, falls sich Tantchens Spitzel auf deinem Friedhof befindet.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un Goblin o un Farabutto che controlli infligge danno da combattimento a un giocatore, se la Spia della Zietta è nel tuo cimitero, puoi riprendere in mano la Spia della Zietta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするゴブリンかならず者がいずれかのプレイヤーに戦闘ダメージを与えるたび、婆の密告者があなたの墓地にいる場合、あなたは婆の密告者をあなたの手札に戻してもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Гоблин или Бродяга под вашим контролем наносит боевые повреждения игроку, и если Теткин Стукач находится на вашем кладбище, вы можете вернуть Теткиного Стукача в вашу руку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um Goblin ou um Ladino que você controla causar dano de combate a um jogador, se Gatuno da Titia estiver em seu cemitério, você poderá devolvê-lo para sua mão.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当由你操控的一个精灵或浪客对牌手造成战斗伤害时,若大婶眼线在你的坟墓场,则你可以将大婶眼线移回你手上。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當由你操控的一個鬼怪或浪客對玩家造成戰鬥傷害時,若大嬸眼線在你的墳墓場,則你可以將大嬸眼線移回你手上。]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return TriggerObject() ~= nil and ( TriggerObject():GetSubType():Test(CREATURE_TYPE_GOBLIN) or TriggerObject():GetSubType():Test(CREATURE_TYPE_ROGUE) )
</TRIGGER>
<INTERVENING_IF>
return EffectSource() ~= nil and EffectSource():GetZone() == ZONE_GRAVEYARD
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-05-15]]></DATE>
</CARD_V2>
This uses TFM_KinshipCheck(), which was written for basically this situation. If you're planning to use this outside the CW, you'll need to either include the function or simply replace the function call with this code.
- TFM_KinshipCheck() | Open
- Code: Select all
TFM_KinshipCheck = function(creature1, creature2)
-- returns true if creature1 and creature2 share at least a creature type
if creature1 ~= nil and creature2 ~= nil then
for subtype=1000,1230 do
if creature1:GetSubType():Test(subtype) and creature2:GetSubType():Test(subtype) then
return true
end
end
end
return false
end
If you were to include that code directly in the card, it would look like this.
- Auntie's Snitch sans TFM's function | Open
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
<FILENAME text="AUNTIES_SNITCH_CW_370533" />
<CARDNAME text="AUNTIES_SNITCH" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mouchard de Tantine]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Soplón de la Tía]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Spia della Zietta]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="370533" />
<ARTID value="CW370533" />
<ARTIST name="Warren Mahy" />
<CASTING_COST cost="{2}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" />
<SUB_TYPE metaname="Rogue" />
<EXPANSION value="MMA" />
<RARITY metaname="U" />
<POWER value="3" />
<TOUGHNESS value="1" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Mouchard de Tantine ne peut pas bloquer.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Soplón de la Tía no puede bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tantchens Spitzel kann nicht blocken.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Spia della Zietta non può bloccare.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[婆の密告者ではブロックできない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Auntie’s Snitch can’t block.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Теткин Стукач не может блокировать.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Gatuno da Titia não pode bloquear.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[大婶眼线不能进行阻挡。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[大嬸眼線不能進行阻擋。]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_CANT_BLOCK, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
if RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil then
if TriggerObject() ~= nil and EffectSource() ~= nil then
for subtype=1000,1230 do
if TriggerObject():GetSubType():Test(subtype) and EffectSource():GetSubType():Test(subtype) then
return true
end
end
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
if RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 0 and TriggerObject() ~= nil and EffectSource() ~= nil then
if TriggerObject() ~= nil and EffectSource() ~= nil then
for subtype=1000,1230 do
if TriggerObject():GetSubType():Test(subtype) and EffectSource():GetSubType():Test(subtype) then
return true
end
end
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_ANY" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_EXILE" replacement_effect="1">
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local oDC = RSN_ObjectDC()
if oDC ~= nil then
oDC:Set_Int(0, 0)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_CONSIDERED" pre_trigger="1" simple_qualifier="self" />
<RESOLUTION_TIME_ACTION>
RSN_ProtectObjectDC()
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<UTILITY_ABILITY qualifier="Alternate">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Incursion {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Rondar {1}{B}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beutezug {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[徘徊 {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Мародерство {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Espreitar {1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[伺机{1}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[伺機{1}{B}]]></LOCALISED_TEXT>
<AVAILABILITY>
return RSN_ObjectDC() ~= nil and RSN_ObjectDC():Get_Int(0) == 1
</AVAILABILITY>
<COST mana_cost="{1}{B}" type="Mana" />
<ABILITY_TEXT tag="ALTERNATE_COST_PROWL" />
</UTILITY_ABILITY>
<TRIGGERED_ABILITY active_zone="ZONE_GRAVEYARD">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’un gobelin ou qu’un gredin que vous contrôlez inflige des blessures de combat à un joueur, si le Mouchard de Tantine est dans votre cimetière, vous pouvez renvoyer le Mouchard de Tantine dans votre main.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Siempre que un Trasgo o Bribón que controles haga daño de combate a un jugador, si el Soplón de la Tía está en tu cementerio, puedes regresarlo a tu mano.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn ein Goblin oder ein Räuber, den du kontrollierst, einem Spieler Kampfschaden zufügt, kannst du Tantchens Spitzel auf deine Hand zurückbringen, falls sich Tantchens Spitzel auf deinem Friedhof befindet.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta un Goblin o un Farabutto che controlli infligge danno da combattimento a un giocatore, se la Spia della Zietta è nel tuo cimitero, puoi riprendere in mano la Spia della Zietta.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするゴブリンかならず者がいずれかのプレイヤーに戦闘ダメージを与えるたび、婆の密告者があなたの墓地にいる場合、あなたは婆の密告者をあなたの手札に戻してもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie’s Snitch is in your graveyard, you may return Auntie’s Snitch to your hand.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каждый раз, когда Гоблин или Бродяга под вашим контролем наносит боевые повреждения игроку, и если Теткин Стукач находится на вашем кладбище, вы можете вернуть Теткиного Стукача в вашу руку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Toda vez que um Goblin ou um Ladino que você controla causar dano de combate a um jogador, se Gatuno da Titia estiver em seu cemitério, você poderá devolvê-lo para sua mão.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-CN"><![CDATA[每当由你操控的一个精灵或浪客对牌手造成战斗伤害时,若大婶眼线在你的坟墓场,则你可以将大婶眼线移回你手上。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="zh-HK"><![CDATA[每當由你操控的一個鬼怪或浪客對玩家造成戰鬥傷害時,若大嬸眼線在你的墳墓場,則你可以將大嬸眼線移回你手上。]]></LOCALISED_TEXT>
<TRIGGER value="SOURCE_DEALS_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol" damage_type="combat">
return TriggerObject() ~= nil and ( TriggerObject():GetSubType():Test(CREATURE_TYPE_GOBLIN) or TriggerObject():GetSubType():Test(CREATURE_TYPE_ROGUE) )
</TRIGGER>
<INTERVENING_IF>
return EffectSource() ~= nil and EffectSource():GetZone() == ZONE_GRAVEYARD
</INTERVENING_IF>
<RESOLUTION_TIME_ACTION>
if EffectSource() ~= nil then
EffectSource():PutInHand()
end
</RESOLUTION_TIME_ACTION>
<MAY />
</TRIGGERED_ABILITY>
<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
<SFX text="COMBAT_BLUNT_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
<AUTHOR><![CDATA[Xander9009]]></AUTHOR>
<EDITORS><![CDATA[Xander9009]]></EDITORS>
<DATE><![CDATA[17-05-15]]></DATE>
</CARD_V2>