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Card Creation Request Thread
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Re: Card Creation Request Thread
by thefiremind » 21 Jun 2013, 14:07
An engine that supports all Un-cards (and you didn't pick the simplest one) would need to be infused with real magic...
The DotP engine has very strong limitations, and your request makes me think that you are highly overrating its capabilities. 


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Re: Card Creation Request Thread
by castled » 21 Jun 2013, 15:07
yes, I found that card out just in a coincidence... It makes me think about those cards that have modification of other's rules.
otherwise, I just edited the BLACK LOTUS 600 which Whizard posted early in this topic. I havnt finished my deck, so have no test about the function (also I donnt know the code of 2013 at all), then I just make its face changed to my preference.
how hard I upload something from my place ORZ
http://sdrv.ms/12fFB7r

otherwise, I just edited the BLACK LOTUS 600 which Whizard posted early in this topic. I havnt finished my deck, so have no test about the function (also I donnt know the code of 2013 at all), then I just make its face changed to my preference.
how hard I upload something from my place ORZ
http://sdrv.ms/12fFB7r
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Re: Card Creation Request Thread
by castled » 21 Jun 2013, 15:16
could you help me to make the TOLARIAN ACADEMY ?
My deck is close to be finished, except it...
My deck is close to be finished, except it...
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Re: Card Creation Request Thread
by RiiakShiNal » 21 Jun 2013, 15:22
I would love to see someone try and code Ashnod's Coupon into the DotP engine.thefiremind wrote:An engine that supports all Un-cards (and you didn't pick the simplest one) would need to be infused with real magic...The DotP engine has very strong limitations, and your request makes me think that you are highly overrating its capabilities.


Though R&D's Secret Lair could be coded if and only if everyone coded cards based on both the Oracle Text and the text as worded on the card with an internal check to see if R&D's Secret Lair is in play and switch between versions based on that. However, no one is going to do that much work and you're definitely not going to get modders to start coding both the Oracle Abilities and the abilities as worded on the card (coding cards is hard enough as is without trying to make it harder).
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Re: Card Creation Request Thread
by castled » 21 Jun 2013, 15:36
I think it maybe work in this way, trigger or activaty ability in your phase, and brings out some window to make choice after work, you choose some target card.RiiakShiNal wrote:I would love to see someone try and code Ashnod's Coupon into the DotP engine.thefiremind wrote:An engine that supports all Un-cards (and you didn't pick the simplest one) would need to be infused with real magic...The DotP engine has very strong limitations, and your request makes me think that you are highly overrating its capabilities.
(At that point I will remove the errata and provide free drinks for everyone [AI Pays].
)
Though R&D's Secret Lair could be coded if and only if everyone coded cards based on both the Oracle Text and the text as worded on the card with an internal check to see if R&D's Secret Lair is in play and switch between versions based on that. However, no one is going to do that much work and you're definitely not going to get modders to start coding both the Oracle Abilities and the abilities as worded on the card (coding cards is hard enough as is without trying to make it harder).
the condition is, those target cards' contain something like type\color\race, and you can choose to change them.
but the main problem is, how to identify they contain type\color\race, and which choice will come out later, and how to replace it.


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Re: Card Creation Request Thread
by East Bay » 21 Jun 2013, 16:47
castled wrote:could you help me to make the TOLARIAN ACADEMY ?
My deck is close to be finished, except it...
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urza saga lands.rar
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Re: Card Creation Request Thread
by gorem2k » 21 Jun 2013, 17:55
I need some help. How can I verify if a "prowl" cost was paid?
- Earwig Squad | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
<FILENAME text="EARWIG_SQUAD_370530" />
<CARDNAME text="EARWIG_SQUAD" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Earwig Squad]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="370530" />
<ARTID value="A370530" />
<ARTIST name="Warren Mahy" />
<CASTING_COST cost="{3}{B}{B}" />
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Goblin" order_fr-FR="0" order_es-ES="1" order_de-DE="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_ru-RU="0" order_pt-BR="0" />
<SUB_TYPE metaname="Rogue" order_fr-FR="1" order_es-ES="0" order_de-DE="1" order_it-IT="0" order_jp-JA="1" order_ko-KR="1" order_ru-RU="1" order_pt-BR="1" />
<EXPANSION value="MMA" />
<RARITY metaname="R" />
<POWER value="5" />
<TOUGHNESS value="3" />
<TRIGGERED_ABILITY internal="1" filter_zone="ZONE_IN_PLAY" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Predatore {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Prowl {2}{B}]]></LOCALISED_TEXT>
<TRIGGER value="CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="objectyoucontrol">
return TriggerObject() ~= nil and Kinship( Object(), TriggerObject() )
</TRIGGER>
<CONTINUOUS_ACTION layer="8">
if Object():GetZone() == ZONE_HAND or Object():GetZone() == ZONE_LIBRARY then
Object():DecreaseCost(1)
Object():DecreaseColouredCost( COLOUR_BLACK, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY dangerous="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Squadra di Forbicine entra nel campo di battaglia, se è stato pagato il costo di predatore, passa in rassegna il grimorio di un avversario bersaglio per tre carte e esiliale. Poi quel giocatore rimescola il suo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:SetFilterType( FILTER_TYPE_PLAYERS )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_PLAYER_TO_VESTIGE_ROT", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
EffectController():MarkSearchedLibrary( target_player )
filter:Clear()
filter:SetPlayer( target_player )
filter:SetZone( ZONE_LIBRARY )
filter:NotTargetted()
filter:SetHint( HINT_ENEMY, EffectController() )
EffectController():SetTargetCount( 3 )
for i=0,2 do
EffectController():SetTargetPrompt( i, "CARD_QUERY_CHOOSE_CARD_TO_EXILE" )
end
EffectController():ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(1) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local targets = EffectDC():Get_Targets(1)
if targets ~= nil then
local target_card = targets:Get_CardPtr(0)
local i = 1
while (target_card ~= nil) do
target_card:RemoveFromGame()
target_card = targets:Get_CardPtr(i)
i=i+1
end
end
</RESOLUTION_TIME_ACTION>
</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" />
</CARD_V2>
Re: Card Creation Request Thread
by RiiakShiNal » 21 Jun 2013, 18:02
castled wrote:I think it maybe work in this way, trigger or activaty ability in your phase, and brings out some window to make choice after work, you choose some target card.
the condition is, those target cards' contain something like type\color\race, and you can choose to change them.
but the main problem is, how to identify they contain type\color\race, and which choice will come out later, and how to replace it.

Omnath, Locus of Mana can ONLY be done when ONLY using mana tokens. If you try to do it with regular lands or auto-tap mana sources then it won't work because we have no mana pool, and we can't control mana except through mana tokens which presents its own set of problems.castled wrote:maybe type\color\race is still not a standalone subject in DOTP2013, hmn... however, when I saw the OMNATH_LOCUS_OF_MANA , I'm really surprised it can be done, because KEV ever told me it impossibility in DOTP2012
Although if we still don't have a mana pool or at least much improved MANA_ABILITY support in DotP 2014 then after I update my Deck Builder the first thing I'm going to do is re-write all base game cards to use a manual Mana system (using tokens if I have to).
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Re: Card Creation Request Thread
by Kieran » 22 Jun 2013, 00:01
I would like to request these cards:
Orchard Warden
Raking Canopy
Reach of Branches
Surgical Extraction
Demon of Death's Gate
Seizan, Perverter of Truth
Near-Death Experience
And as always, thanks in advance.
Orchard Warden
Raking Canopy
Reach of Branches
Surgical Extraction
Demon of Death's Gate
Seizan, Perverter of Truth
Near-Death Experience
And as always, thanks in advance.
Re: Card Creation Request Thread
by castled » 22 Jun 2013, 03:38
RiiakShiNal wrote:castled wrote:I think it maybe work in this way, trigger or activaty ability in your phase, and brings out some window to make choice after work, you choose some target card.
the condition is, those target cards' contain something like type\color\race, and you can choose to change them.
but the main problem is, how to identify they contain type\color\race, and which choice will come out later, and how to replace it.



- Code: Select all
<ACTIVATED_ABILITY tag="errata" layer="0" auto_skip="2" IN_YOUR_TUREN="1" >
<FILTER>
"some characteristic is in target's FILTER, such as LAND, eg--destory target land"
</FILTER>
<PLAYTIME>
ChooseTargetCard()
</PLAYTIME>
<PREFFECT>
if land\creature\enchanment\permanent exist, the effect1
if red\blue\green\white\black\colorless exist, the effect2
......
</PREEFFECT>
<EFFECT>
effect1___ brings out a window to choose land\creature\enchanment\permanent
effect2___ brings out a window to choose red\blue\green\white\black\colorless
......
target card's FILTER change to the CHOICE.
</EFFECT>
</ACTIVATED_ABILITY>
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Re: Card Creation Request Thread
by sumomole » 22 Jun 2013, 05:38
gorem2k wrote:I need some help. How can I verify if a "prowl" cost was paid?
- Earwig Squad | Open
- Code: Select all
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Prowl {2}{B} |(You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)|]]></LOCALISED_TEXT>
<TRIGGER value="CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER">
return Object():GetOwner() == TriggerObject():GetController() and (TriggerObject():GetSubType():Test( CREATURE_TYPE_GOBLIN ) ~= 0 or TriggerObject():GetSubType():Test( CREATURE_TYPE_ROGUE ) ~= 0)
</TRIGGER>
<RESOLUTION_TIME_ACTION>
Object():GetOwner():PlayerDataChest():Int_Set( -2629, 1 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<TRIGGER value="END_OF_TURN" simple_qualifier="controller" />
<RESOLUTION_TIME_ACTION>
Object():GetOwner():PlayerDataChest():Int_Set( -2629, 0 )
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Earwig Squad enters the battlefield, if its prowl cost was paid, search target opponent’s library for three cards and exile them. Then that player shuffles his or her library.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
if Object():GetOwner():PlayerDataChest():Int_Get( -2629 ) == 1 then
Object():DecreaseCost(1)
Object():DecreaseColouredCost( COLOUR_BLACK, 1 )
end
</CONTINUOUS_ACTION>
<CONTINUOUS_ACTION layer="6">
if Object():GetOwner():PlayerDataChest():Int_Get( -2629 ) == 1 then
Object():GetCurrentCharacteristics():GrantAbility(1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY resource_id="1">
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY" />
<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:SetFilterType( FILTER_TYPE_PLAYERS + FILTER_TYPE_OPPONENTS)
filter:SetOwner( EffectController() )
filter:SetHint( HINT_ENEMY_ONLY, EffectController() )
</TARGET_DEFINITION>
<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_OPPONENT", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
local filter = Object():GetFilter()
local player = EffectController()
player:MarkSearchedLibrary()
filter:Clear()
filter:NotTargetted()
filter:SetZone( ZONE_LIBRARY )
filter:SetPlayer( target_player )
player:SetTargetCount( 3 )
for i=0,2 do
player:SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_CARD_TO_EXILE" )
end
player:ChooseTargets( NO_VALIDATION, EffectDC():Make_Targets(1) )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
if EffectDC():Get_Targets(1) ~= nil then
for i = 0,2 do
local target = EffectDC():Get_Targets(1):Get_CardPtr(i)
if target ~= nil then
target:GuidedReveal( ZONE_LIBRARY, ZONE_REMOVED_FROM_GAME )
target:RemoveFromGame()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
if target_player ~= nil then
target_player:ShuffleLibrary()
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
HereKieran wrote:I would like to request these cards:
Orchard Warden
Raking Canopy
Reach of Branches
Surgical Extraction
Demon of Death's Gate
Seizan, Perverter of Truth
Near-Death Experience
And as always, thanks in advance.
This's the code of D10, not D12, and I still don't understand what you mean, maybe I'm too stupid.castled wrote:Huh? I don't have the slightest clue what you are trying to say here.
well, I'll try to make some codes like DOTP2012, to make an easy understanding.(my EN is bad
)

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Re: Card Creation Request Thread
by castled » 22 Jun 2013, 07:01
er...
so ,in short words: I want to ask, is it possible to modify cards' rules in game? how can you make that work?
ignore the old one and clone? or...... make some card like <Fork> is possible?
well, I think the most cards work in this way -- gain or lose ability, then ,how about to replace them with the same kind ability , or same kind Filter?
it maybe a magical dream
so ,in short words: I want to ask, is it possible to modify cards' rules in game? how can you make that work?
ignore the old one and clone? or...... make some card like <Fork> is possible?

it maybe a magical dream

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Re: Card Creation Request Thread
by castled » 22 Jun 2013, 11:04
still looking for these


very useful card


very useful card

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Re: Card Creation Request Thread
by RiiakShiNal » 22 Jun 2013, 11:53
No you can't dynamically change card rules in play. Cards will only work in the way they are coded.castled wrote:er...
so ,in short words: I want to ask, is it possible to modify cards' rules in game? how can you make that work?
ignore the old one and clone?
Fork is possible to make using CopySpellWithNewTargets(). Though some of the rulings are impossible to deal with.castled wrote:or...... make some card like <Fork> is possible?
Gaining abilities is easy (GrantAbility()), losing all abilities is easy (LoseAllAbilities()), losing specific abilities can be done only by the card that grants it (Stop granting the ability).castled wrote:well, I think the most cards work in this way -- gain or lose ability, then ,how about to replace them with the same kind ability , or same kind Filter?
it maybe a magical dream
Replacing abilities can't really be done (it can be faked by the card that grants the ability to replace, by stopping the original grant and granting a different one).
You can't replace filters those are hard-coded in each ability that uses them. Though if they were coded in a certain way they can be altered (if they refer to an ObjectDC register for something).
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Re: Card Creation Request Thread
by East Bay » 22 Jun 2013, 16:36
You will have to find some better artcastled wrote:still looking for these
very useful card
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