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Card Creation Request Thread
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Re: Card Creation Request Thread
by lilqi » 12 Apr 2014, 00:25
Hi,
i would like to use Spreading Plague for my mutilation-based deck (DotP 2014).
could someone please post the code for it? if it's not too much trouble writing it
i would like to use Spreading Plague for my mutilation-based deck (DotP 2014).
could someone please post the code for it? if it's not too much trouble writing it
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Re: Card Creation Request Thread
by thefiremind » 12 Apr 2014, 09:48
It's been a while since my last modded card, so I hope I didn't make any big mistakes...lilqi wrote:Spreading Plague
- Spreading Plague (untested) | Open
- Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
<FILENAME text="SPREADING_PLAGUE_23057" />
<CARDNAME text="SPREADING_PLAGUE" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Peste contagieuse]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Peste Propagadora]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausbreitende Pest]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pestilenza Epidemica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Spreading Plague]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Disseminação da Praga]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="23057" />
<ARTID value="23057" />
<ARTIST name="Scott Bailey" />
<CASTING_COST cost="{4}{B}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La souche la plus cruelle de la peste laissait son hôte vivant juste le temps nécessaire pour qu’il rentre dans son foyer et infecte sa famille.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die grausamsten Arten der Pest hielten ihre Wirte so lange am Leben, bis sie nach Hause zurückkehrten und ihre Familien auch anstecken konnten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Il ceppo di pestilenza più crudele mantiene in vita l’ospite abbastanza a lungo da tornare a casa ed infettare la propria famiglia.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The cruelest strain of plague keeps its hosts alive long enough to return home and infect their families.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Enchantment" />
<EXPANSION value="IN" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À chaque fois qu’une créature arrive en jeu, détruisez toutes les autres créatures qui ont au moins une couleur en commun avec elle. Elles ne peuvent pas être régénérées.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Immer wenn eine Kreatur ins Spiel kommt, zerstöre alle anderen Kreaturen, die mit ihre eine Farbe gemeinsam haben. Sie können nicht regeneriert werden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta una creatura entra nel campo di battaglia, distruggi tutte le altre creature con almeno un colore in comune con essa. Non possono essere rigenerate.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can’t be regenerated.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
</TRIGGER>
<FILTER filter_id="0">
local filter = ClearFilter()
filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
filter:Add( FE_CARD_INSTANCE, OP_NOT, TriggerObject() )
filter:Add( FE_LUA_CONDITION, 1, EffectController(), EffectDC() )
</FILTER>
<FILTER_CONDITION id="1">
local colors = TriggerObjectLKI():GetColour()
return colors:GetNumColours() > 0 and FilteredCard() ~= nil and FilteredCard():GetColour():TestAny(colors)
</FILTER_CONDITION>
<RESOLUTION_TIME_ACTION filter_id="0">
if FilteredCard() ~= nil then
FilteredCard():DestroyWithoutRegenerate()
end
</RESOLUTION_TIME_ACTION>
<SFX text="GLOBAL_MASSACRE_PLAY" />
</TRIGGERED_ABILITY>
</CARD_V2>
- Attachments
-
- SPREADING_PLAGUE_23057.zip
- Unprefixed, untested, illustration included
- (112.56 KiB) Downloaded 278 times
< Former DotP 2012/2013/2014 modder >
Currently busy with life...
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thefiremind - Programmer
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Re: Card Creation Request Thread
by lilqi » 12 Apr 2014, 10:31
My deepest gratitude kind sir.
edit: i just tested the card and it works perfectly, thx again
edit: i just tested the card and it works perfectly, thx again
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Re: Card Creation Request Thread
by Ferrix » 13 Apr 2014, 08:14
Yes, from what I see that is necessary for such cards (Radiance doesn't work correctly without it, at least). So this is good programming!thefiremind wrote:I added a check for the creature not being colorless just to be sure (colorless creatures don't share a color with anyone).
Re: Card Creation Request Thread
by AngelLestat » 16 Apr 2014, 05:28
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Re: Card Creation Request Thread
by loookaz » 24 May 2014, 20:33
hi guys. sorry if someone asked about it before, but is there any mod in which i can find Great Sable Stag and Overgrown Battlement?
thank you in advance
lucas
thank you in advance
lucas
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Re: Card Creation Request Thread
by MasterXploder7 » 13 Jun 2014, 04:15
could i request these for Duels of the Planeswalkers 2014?
Sadistic Sacrament
Szadek, Lord of Secrets
Lighthouse Chronologist
These would be wonderful for everyone as well
Sadistic Sacrament
Szadek, Lord of Secrets
Lighthouse Chronologist
These would be wonderful for everyone as well
"Hate is an everlasting wellspring from which it is eternally sustained." - Nirkana Revenant
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Re: Card Creation Request Thread
by NEMESiS » 30 Jun 2014, 02:55
So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.
- Code: Select all
<ACTIVATED_ABILITY>
<COST type="Mana" cost="{2}{U}" />
<COST type="TapSelf" />
<COST type="Discard">
<PLAYTIME>
ChooseTarget( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
</PLAYTIME>
<TARGET_DETERMINATION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetPlayer( Object():GetPlayer() )
filter:SetZone( ZONE_HAND )
filter:NotTargetted()
return TargetGoodF()
</TARGET_DETERMINATION>
</COST>
<TARGET_DETERMINATION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetController( Object():GetPlayer() )
filter:AddCardType( CARD_TYPE_LAND )
filter:SetZone( ZONE_IN_PLAY )
filter:NotTargetted()
if filter:CountStopAt( 1 ) == 0 then
return TARGET_DETERMINATION_NONE
end
filter:Clear()
filter:AddCardType( CARD_TYPE_LAND )
filter:SetZone( ZONE_IN_PLAY )
return TargetBadF()
</TARGET_DETERMINATION>
<PLAY_TIME_ACTION>
local filter = Object():GetFilter()
local player = Object():GetPlayer()
filter:Clear()
filter:SetController( player )
filter:AddCardType( CARD_TYPE_LAND )
filter:SetZone( ZONE_IN_PLAY )
filter:NotTargetted()
filter:PlayerAntiHint( player )
player:ChooseTargetDC( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE", MTG():EffectDataChest():Make_Targets( 1 ) )
</PLAY_TIME_ACTION>
<PLAY_TIME_ACTION>
if (MTG():EffectDataChest():Get_Targets( 1 ) ~= nil and MTG():EffectDataChest():Get_Targets( 1 ):Get_CardPtr( 0 ) ~= nil) then
MTG():EffectDataChest():Get_Targets( 1 ):Get_CardPtr( 0 ):Sacrifice()
end
</PLAY_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:AddCardType( CARD_TYPE_LAND )
filter:AddSupertype( SUPERTYPE_BASIC )
filter:PlayerHint( Object():GetPlayer() )
filter:SetZone( ZONE_LIBRARY )
filter:PlayerHint( Object():GetPlayer() )
SearchLibraryForNCards( Object():GetPlayer(), "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD", 2 )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_array = {}
for i=0,2 do
target_array[i] = Object():GetNthTargetCard(i)
end
for i=0,2 do
if target_array[i] ~= nil then
target_array[i]:PutIntoPlay( Object():GetPlayer() )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
Object():GetOwner():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
</ACTIVATED_ABILITY>
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Re: Card Creation Request Thread
by sumomole » 30 Jun 2014, 04:58
Goblin Razerunners + Putrid Imp + Khalni Heart ExpeditionNEMESiS wrote:So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.
EDIT 2:
- Dreamscape Artist | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
<COST mana_cost="{2}{U}" type="Mana" />
<COST type="TapSelf" />
<COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:SetZone( ZONE_HAND, EffectController() )
</COST_DEFINITION>
<COST type="Sacrifice" definition="1" compartment="2" query_tag="CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" item_count="1" />
<COST_DEFINITION id="1">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
</COST_DEFINITION>
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
filter:SetZone( ZONE_LIBRARY, effectController)
effectController:SetItemCount( 2 )
effectController:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
effectController:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0,(2-1) do
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
target_card:PutOntoBattlefield( EffectController() )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_target="1" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
</ACTIVATED_ABILITY>
Last edited by sumomole on 01 Jul 2014, 10:44, edited 3 times in total.
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Re: Card Creation Request Thread
by NEMESiS » 30 Jun 2014, 05:20
Thank you Sumo but I was originally looking for the 2012 code, that is the 2014 one. Unfortunately it does not work on 2012. On the flip side I tried it on 2014 and it worked great!sumomole wrote:Goblin Razerunners + Putrid Imp + Khalni Heart ExpeditionNEMESiS wrote:So can someone help me with this code for Dreamscape Artist? Its 2012 code btw. It will tap, discard the card and sacrifice the land but it will not fetch the lands.
- Dreamscape Artist | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
<COST mana_cost="{2}{U}" type="Mana" />
<COST type="TapSelf" />
<COST type="Discard" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CARD_TO_DISCARD" item_count="1" />
<COST type="Sacrifice" definition="0" compartment="0" query_tag="CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" item_count="1" />
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
</COST_DEFINITION>
<RESOLUTION_TIME_ACTION>
local effectController = EffectController()
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
filter:Add( FE_SUPERTYPE, OP_IS, SUPERTYPE_BASIC )
filter:SetZone( ZONE_LIBRARY, effectController)
effectController:SetItemCount( 2 )
effectController:SetItemPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
effectController:SetItemPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_THE_BATTLEFIELD_TAPPED" )
effectController:ChooseItems( EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0,(2-1) do
local target_card = EffectDC():Get_Targets(0):Get_CardPtr(i)
if target_card ~= nil then
target_card:PutOntoBattlefield( EffectController() )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY type="in_response" response_target="1" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="declare_blockers" type="window" />
</ACTIVATED_ABILITY>
EDIT: Apparently it allows me to sacrifice any permanent rather than just the land. Odd, it has the:
- Code: Select all
<COST_DEFINITION id="0">
local filter = ClearFilter()
filter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
</COST_DEFINITION>
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Re: Card Creation Request Thread
by sumomole » 01 Jul 2014, 09:16
fortunately, I find these three cards in 2012, but I can't test, because I don't want to install 2012.NEMESiS wrote:I was originally looking for the 2012 code
- untested | Open
- Code: Select all
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
<COST type="Mana" cost="{2}{U}" />
<COST type="TapSelf" />
<COST type="DISCARD" number="1">
<TARGET_DETERMINATION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetZone( ZONE_HAND )
filter:SetPlayer( Object():GetPlayer() )
return TargetBadF()
</TARGET_DETERMINATION>
<PLAYTIME>
ChooseTarget( "CARD_QUERY_CHOOSE_CARD_TO_DISCARD" )
</PLAYTIME></COST>
<COST type="Sacrifice">
<PLAYTIME>
ChooseTarget( "CARD_QUERY_CHOOSE_LAND_TO_SACRIFICE" )
</PLAYTIME>
<TARGET_DETERMINATION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetController( Object():GetPlayer() )
filter:AddCardType( CARD_TYPE_LAND )
filter:SetZone( ZONE_IN_PLAY )
return TargetBadF()
</TARGET_DETERMINATION>
</COST>
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
filter:Clear()
filter:NotTargetted()
filter:AddCardType( CARD_TYPE_LAND )
filter:AddSupertype( SUPERTYPE_BASIC )
filter:SetPlayer( Object():GetOwner() )
filter:SetZone( ZONE_LIBRARY )
filter:May()
Object():GetPlayer():SetTargetCount( 2 )
Object():GetPlayer():SetTargetPrompt( 0, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD" )
Object():GetPlayer():SetTargetPrompt( 1, "CARD_QUERY_CHOOSE_LAND_TO_PUT_ONTO_BATTLEFIELD" )
Object():GetPlayer():ChooseTargetsWithFlags( QUERY_FLAG_CAN_BE_FINISHED_EARLY )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local target_array = {}
for i=0,8 do
target_array[i] = Object():GetNthTargetCard(i)
end
for i=0,8 do
if target_array[i] ~= nil then
target_array[i]:PutIntoPlay( Object():GetPlayer() )
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
Object():GetOwner():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
<AI_AVAILABILITY behaviour="InResponseOrBeforeHisUntap" />
<AI_AVAILABILITY behaviour="InResponseOrDuringCombat" />
</ACTIVATED_ABILITY>
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Re: Card Creation Request Thread
by AndreasD » 03 Jul 2014, 10:01
Hello,
did anyone create the artifact That Which Was Taken ?
If not, is anybody able to create this card?
Andi
did anyone create the artifact That Which Was Taken ?
If not, is anybody able to create this card?
Andi
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Re: Card Creation Request Thread
by h8full » 04 Jul 2014, 06:03
Could someone create spectral procession card please?
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Re: Card Creation Request Thread
by triskelion » 24 Jul 2014, 05:55
I can imagine that everyone must be incredibly busy with trying to figure out Magic 2015 and those ZED files, but would anyone by chance be able to make me a Kalonian Twingrove card from the new core set?
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