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Gatecrash mechanics are all possible in DotP2013

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Gatecrash mechanics are all possible in DotP2013

Postby thefiremind » 07 Jan 2013, 19:46

While RTR had overload which cannot be done in DotP2013 (believe me, I thought about many solutions but they were all far from perfect :(), the Gatecrash mechanics are all possible to code. This makes me quite happy. :D

(Mechanics listed here)
  • {RG} Bloodrush: that's just cycling with a different effect for each creature.
  • {WB} Extort: you can make it with a conditional cost (not 100% correct because you will be forced to decide before resolution even if the ability isn't targetted) or with a multiple choice query (Mana Leak style), easy anyway.
  • {GU} Evolve: that's just an enter-the-battlefield trigger that checks for power and toughness of the involved creatures.
  • {RW} Battalion: when the creature with battalion attacks, check if the attacking creatures are more than 2, and if so, activate the effect.
  • {UB} Cipher: the most complicated (what could you expect from Dimir? :lol:), but possible. As an additional SPELL_ABILITY, the spells with cipher should let you choose a creature you control and allow to finish early: if you choose a creature, the spell card will be exiled, nailed onto the creature, and that creature will be saved in the spell card's ObjectDC. The spell card will also need a triggered ability that triggers when the saved creature deals combat damage to a player, asks you if you want to play a copy, and if so, plays the copy. Note that the copy shouldn't be able to cipher again: this could be achieved by checking the card's ErstwhileZone (I suppose that a card copy should have ZONE_NOWHERE_YET as ErstwhileZone, but I should test it).
If someone needs further advices on how to code those abilities, don't be afraid to ask. About me, I'll wait for the full localised text to be available for copy before coding any Gatecrash card for my mod.
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Re: Gatecrash mechanics are all possible in DotP2013

Postby RiiakShiNal » 08 Jan 2013, 01:06

And of course we already know how to add subtypes (because we did it with creatures a while back) so we can also add the new land subtype "Gate".
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