nivmizzet1 wrote:yeah, like with fetch lands. I could have two on the battlefield and trigger them in my opponents turn.
No, those wouldn't make you play the land, just put it on the battlefield. I'm talking about
Djinn of Wishes, for example: if you activate it twice during another player's turn and you find a land both times, the second time you can't play it.
EDIT 2: I think I made it right this time!- Code: Select all
<?xml version='1.0'?>
<CARD_V2>
<FILENAME text="FASTBOND_3848141" />
<CARDNAME text="FASTBOND" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Fastbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Legame Rapido]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schnellbund]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchaînements]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fastbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Fastbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Fastbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Fastbond]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fastbond]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="3848141" />
<ARTID value="3848141" />
<ARTIST name="Mark Poole" />
<CASTING_COST cost="{G}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="DPE" />
<RARITY metaname="R" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Puoi giocare un qualsiasi numero di terre addizionali in ciascuno dei tuoi turni.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Jedesmal wenn Du an der Reihe bist, kannst Du so viele Länder ins Spiel bringen, wie Du willst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[You may play any number of additional lands on each of your turns.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
local player = EffectController()
if player:MyTurn() ~= 0 then
player:GetCurrentCharacteristics():Int_Set( PLAYER_INTCHARACTERISTIC_EXTRA_LAND_DROPS, 60 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<TRIGGERED_ABILITY LKI_shield_effect_source="1" dangerous="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogniqualvolta giochi una terra, se non era la prima terra giocata in questo turno, il Legame Rapido ti infligge 1 danno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schnellbund fügt Dir 1 Punkt Schaden für jedes weitere Land zu, das Du nach dem ersten Land im selben Zug ins Spiel bringst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever you play a land, if it wasn’t the first land you played this turn, Fastbond deals 1 damage to you.]]></LOCALISED_TEXT>
<TRIGGER value="LAND_PLAYED" simple_qualifier="objectyoucontrol">
local player = EffectController()
if player ~= nil then
local chest = ObjectDC() and ObjectDC():Get_Chest(1)
if chest ~= nil then
for i=0,MTG():GetNumberOfStartingPlayers()-1 do
if player == MTG():GetNthStartingPlayer(i) and chest:Get_Int(i) ~= 0 then
return true
end
end
end
end
return false
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
if player ~= nil then
local source = EffectSource()
if source == nil then
source = Object()
end
player:DealDamage(1, source)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<TRIGGER value="LAND_PLAYED">
local player = TriggerObject():GetPlayer()
if player ~= nil then
local chest = ObjectDC() and ObjectDC():Get_Chest(1)
if chest ~= nil then
for i=0,MTG():GetNumberOfStartingPlayers()-1 do
if player == MTG():GetNthStartingPlayer(i) and chest:Get_Int(i) ~= 0 then
return false
end
end
end
end
return true
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local chest = ObjectDC() and ObjectDC():Get_Chest(1)
if chest == nil then
chest = ObjectDC():Make_Chest(1)
end
for i=0,MTG():GetNumberOfStartingPlayers()-1 do
local player = MTG():GetNthStartingPlayer(i)
if player == TriggerObject():GetPlayer() then
chest:Set_Int(i, 1)
end
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return MTG():GetStep() == STEP_END_OF_TURN
</TRIGGER>
<RESOLUTION_TIME_ACTION>
ObjectDC():Free_Compartment(1)
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY internal="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_ANY">
if ( ObjectDC() and ObjectDC():Get_Chest(1) ) ~= nil then
MTG():CreateDelayedTrigger( 1, ObjectDC():Get_Chest(1) )
end
return false
</TRIGGER>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="1" internal="1" active_zone="ZONE_ANY">
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_ANY" />
<RESOLUTION_TIME_ACTION>
local chest = ObjectDC() and ObjectDC():Get_Chest(1)
if chest == nil then
chest = ObjectDC():Make_Chest(1)
end
for i=0,MTG():GetNumberOfStartingPlayers()-1 do
chest:Set_Int( i, EffectDC():Get_Int(i) )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
</CARD_V2>
I copied the trick from
Mount Keralia which saves a pointer to the player when you need to remember that player for some reason. The trick is good anytime you have to remember a player or not, you can't keep a count... and in this case you don't need to keep a count for played lands: either a player has already played one land, or not.
I made some changes to make it remember the saved data through zone changes. If a player isn't saved in the ObjectDC already, it means it's the first land, so the second LAND_PLAYED trigger starts, and saves the player
(I'm just writing 1 in the register inside a chest). Otherwise, the first LAND_PLAYED trigger starts and deals 1 damage (of course only when
Fastbond is in play, while the other triggers work in any zone).
The third trigger deletes the saved players at the end of each turn, while the fourth trigger should prevent the ObjectDC from being wiped during zone changes,
because it will set a delayed trigger that will write the saved values again after the zone change has been completed. EDIT 3: Attachment removed. New fix here:
viewtopic.php?f=64&t=4557&p=113807#p113807