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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby nivmizzet1 » 27 Apr 2013, 01:19

thefiremind wrote:
nivmizzet1 wrote:May I please request Timely Reinforcements. I imagine the code isn't all that hard, it just has a lot of steps in it, which I know I'd get lost in if I even made one tiny error.
You are right, it's not hard. If you look at my code I'm sure you'll understand what I'm doing there.
TIMELY_REINFORCEMENTS_220074.zip


nivmizzet1 wrote:Also, out of interest, has anybody coded the soulbond mechanic?? I thought I saw it on a creature in a mod once, but I can't find it in all the mods I have.
I found the original question with my answer so I'll paste it because I'm lazy. :lol:
thefiremind wrote:
zerocube wrote:Just a quick question, is soulbind implemented anywhere yet?
Deck #2 in sumomole's mod has a Nightshade Peddler on the deck box, so I guess it is. :wink:
Thanks! It seems like others were interested in Timely Reinforcements also, it had 2 d/ls before I got to it :)
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Re: Card Creation Request Thread

Postby Scion of Darkness » 27 Apr 2013, 01:21

I've been lurking around here and found pcastellazzi multi land function and had an idea but after some hours trying to get somewere i don't have more juice to go hehehe if someone expert here could take a look i would be gratefull, the idea was merging the mana query+grant mana ability id=something from pcastellazzi with this code that changes the mana granted to the color of the card drawn

Code: Select all
    <COST type="Generic">
      <TARGET_DETERMINATION>
        return MultiLand:PlayableByUser()
      </TARGET_DETERMINATION>
    </COST>
    <PLAY_TIME_ACTION>
      MultiLand:ColourDialog()
    </PLAY_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
      MultiLand:ApplyUserChoice()
    </RESOLUTION_TIME_ACTION>
   </ACTIVATED_ABILITY>
    <STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
    <CONTINUOUS_ACTION layer="6">
      MultiLand:GrantAbility(MultiLand.MANA_COLOUR_ALL)
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
   <TRIGGERED_ABILITY internal="1" pre_trigger="1" filter_zone="ZONE_IN_PLAY" active_zone="ZONE_TRANSITION">
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_IN_PLAY">
    return EffectController():IsAI() == 0
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local colour = 0
    local mana_paid = EffectController():GetTotalMana() + 2
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetPlayer( EffectController() )
    filter:SetZone( ZONE_HAND )
    filter:AddColour( COLOUR_WHITE )
    filter:NotTargetted()
    local total = filter:EvaluateObjects()
    if total &gt; 0 then
      for i=0,total-1 do
        local card = filter:GetNthEvaluatedObject(i)             
        if card ~= nil then         
           if card:GetConvertedManaCost() &lt; mana_paid then   
             colour = 1
           end
        end
      end          
      end
    ObjectDC():Set_Int( 1, colour )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY internal="1" pre_trigger="1" priority="-10" filter_zone="ZONE_IN_PLAY">
    <TRIGGER value="DREW_CARD" simple_qualifier="controller">
    local card = EffectController():Library_GetNth(0)
    local drawCard = MTG():Interrogate_CardsDrawnThisTurn(EffectController())
    if card ~= nil and drawCard == 1 then
       return TriggerPlayer() == EffectController()
    else
       return false
    end
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local card = EffectController():Library_GetNth(0)
    if (card:GetCardName() == "GEMHIDE_SLIVER" or card:GetCardName() == "MUSCLE_SLIVER" or card:GetCardName() == "DESCENDANT'S_PATH") and EffectController():CanAfford("{G}") == 0 then
      MultiLand:GrantAbility(COLOUR_GREEN)
   elseif (card:GetCardName() == "CRYPT_SLIVER" or card:GetCardName() == "TOXIN_SLIVER") and EffectController():CanAfford("{U}") == 0 then
     MultiLand:GrantAbility(COLOUR_BLACK)
   elseif (card:GetCardName() == "SHIFTING_SLIVER" or card:GetCardName() == "MANA_LEAK") and EffectController():CanAfford("{U}") == 0 then
      MultiLand:GrantAbility(COLOUR_BLUE)
   elseif (card:GetCardName() == "PLATED_SLIVER" card:GetCardName() == "SWORDS_TO_PLOWSHARES" or card:GetCardName() == "WARD_SLIVER"or card:GetCardName() == "ESSENCE_SLIVER") and EffectController():CanAfford("{U}") == 0 then
      MultiLand:GrantAbility(COLOUR_WHITE)
   elseif (card:GetCardName() == "SLIVER_LEGION" or card:GetCardName() == "SLIVER_QUEEN" or card:GetCardName() == "SLIVER_OVERLORD") and EffectController():CanAfford("{U}") == 0 then
      MultiLand:GrantAbility(COLOUR_RED)
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
    <MANA_ABILITY resource_id="1" filter_zone="ZONE_IN_PLAY">
    <PRODUCES amount="{W}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="2" filter_zone="ZONE_IN_PLAY">
    <PRODUCES amount="{U}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="3" filter_zone="ZONE_IN_PLAY">
    <PRODUCES amount="{B}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="4" filter_zone="ZONE_IN_PLAY">
    <PRODUCES amount="{R}" />
  </MANA_ABILITY>
  <MANA_ABILITY resource_id="5" filter_zone="ZONE_IN_PLAY">
    <PRODUCES amount="{G}" />
  </MANA_ABILITY>
  <TRIGGERED_ABILITY dangerous="1">
    <TRIGGER value="BECAME_TAPPED" simple_qualifier="self" />
  <RESOLUTION_TIME_ACTION>
    EffectController():DealDamage( 1, Object() )
  </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY >
  <TRIGGERED_ABILITY internal="1">
    <TRIGGER value="DREW_CARD" simple_qualifier="controller">
      return MultiLand:PlayableByEngine()
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
      MultiLand:ApplyEngineChoice()
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  </CARD_V2>
The code here isn't working but gives a better view of what i'm trying to achieve
Attachments
CARDS.zip
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Re: Card Creation Request Thread

Postby nivmizzet1 » 27 Apr 2013, 05:26

I have a problem with Mass Polymorph. According to the text of Mass Polymorph, and I think how the rules dictate that it's supposed to work, all creatures are put onto the battlefield at the same time; however, in the version of Mass Polymorph that I have (I'm not sure who the creator was -- it's the person that uses "888" at the start of their Card ID values), it seems that creatures are put onto the battlefield in the order they were retrieved from the library. This may seem trivial, but it has major consequences in the deck that I'm currently making that utilises Mass Polymorph and the soulbond mechanic; basically, the deck relies on being able to get a particular soulbond card to pair with another particular card, but if the soulbond card is retrieved first (higher in the library), then it's not possible to pair the cards. I'm guessing it's not possible to get creatures entering the battlefield at the same time, but would it be possible to implement a work-around? One idea I had for this would be to present the creatures that will be going onto the battlefield to the player and allow the player to choose the order in which they enter. Unfortunately I (1) don't know if this work-around would be possible; and (2) wouldn't know how to implement it even if it was possible.
Attachments
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Re: Card Creation Request Thread

Postby Scion of Darkness » 27 Apr 2013, 05:43

The creatures you exile with Mass Polymorph remain exiled for the rest of the game.
If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.
All creatures you put onto the battlefield with Mass Polymorph enter the battlefield at the same time.
Any abilities that trigger during the resolution of Mass Polymorph (such as a creature's enters-the-battlefield ability) will wait to be put onto the stack until Mass Polymorph finishes resolving. The player whose turn it is will put all of his or her triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.


I'm still struggling to learn but i don't think it is possible to make all the cards enter the field at the same time since the effect pile needs an order to resolve, probably the only shot is to choose their entering order if the game engine would support that
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Re: Card Creation Request Thread

Postby sumomole » 27 Apr 2013, 07:48

Scion of Darkness wrote:I've been lurking around here and found pcastellazzi multi land function and had an idea
MultiLand:PlayableByUser() doesn't seem to the official code, You also need to find the functions this player code.
I also don’t understand why this player changed the miracle cards to the sliver cards, I made this code because when you draw a miracle card, you don't have time to manually select the color. For example, you have an Azorius Guildgate and select blue, If you draw the Terminus and the land can't auto select white, You will not be able to pay its miracle cost.

nivmizzet1 wrote:I have a problem with Mass Polymorph.
Soul Warden and other similar cards have the same problem. Choose the order is easy to code, just like Ponder, but I'm not sure AI know how to choose the order.

EDIT: I think firemind is right, I try to recode Mass Polymorph and hope it can work fine.

Code: Select all
<SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
    <RESOLUTION_TIME_ACTION ignore_filter="1">
    local filter = Object():GetFilter()
    filter:Clear()
    filter:SetPlayer( EffectController() )
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:NotTargetted()
    local total = filter:Count()
    EffectDC():Set_Int(0, total)
    </RESOLUTION_TIME_ACTION>
    <FILTER>
    return CreaturesYouControl()
    </FILTER>
    <RESOLUTION_TIME_ACTION>
    if FilteredCard() ~= nil then
      FilteredCard():RemoveFromGame()
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION ignore_filter="1">
    local creature_count = EffectDC():Get_Int(0)
    local library_count = CountCardsInLibrary( EffectController() )
    if library_count &gt; 0 then
      for i = 0,library_count-1 do
        local card = EffectController():Library_GetNth(i)
         if card ~= nil then
          card:GuidedReveal( ZONE_LIBRARY, ZONE_LIBRARY )
           if card:GetCardType():Test(CARD_TYPE_CREATURE) ~= 0 then
            card:PutIntoPlay( EffectController() )
            creature_count = creature_count - 1
            if creature_count == 0 then
              return
             end
           end
         end
       end
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION ignore_filter="1">
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
Last edited by sumomole on 27 Apr 2013, 15:16, edited 1 time in total.
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Re: Card Creation Request Thread

Postby thefiremind » 27 Apr 2013, 09:48

Effects can happen at the same time in DotP games, you just need to do everything in a single action. The problem with your Mass Polymorph is that a repeating action doesn't count as a single action: each time it repeats, it's like moving to a different one, and state-based effects are checked in between. You should find a way to put the cards onto the battlefield in a single action without repeating it (with a "for" loop or something like that).
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Re: Card Creation Request Thread

Postby gopher » 27 Apr 2013, 15:20

Hi people.

Could someone explain to me why the token of this Giant Adephage isn't seen as a token by neither Trostani nor Growing Ranks, meaning it's impossible to populate with it ? The code is the same than Spawnwrithe packed with the dotp-2013-cards mod so I guess Spawnwrithe has the same problem... I use Trostani and Growing Ranks packed with Skullblakka's mod, so far these cards seem to work fine...

Thanks a lot for helping to populate with something rather big :).

G.


Code: Select all
<?xml version='1.0'?>
<CARD_V2>
  <FILENAME text="GIANT_ADEPHAGE_366394" />
  <CARDNAME text="GIANT_ADEPHAGE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Giant Adephage]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="366394" />
  <ARTID value="ADEPHAGE" />
  <ARTIST name="Christine Choi" />
  <CASTING_COST cost="{5}{G}{G}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA["To a creature like that, we must seem like, well, bugs." —Dars Gostok, Firefist captain.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Insect" order_de-DE="0" order_es-ES="0" order_fr-FR="0" order_it-IT="0" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
  <EXPANSION value="DPG" />
  <RARITY metaname="R" />
  <POWER value="7" />
  <TOUGHNESS value="7" />
  <STATIC_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION>
    local characteristics = Object():GetCurrentCharacteristics() 
    characteristics:Characteristic_Set( CHARACTERISTIC_TRAMPLE, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
<!--  <TRIGGERED_ABILITY auto_skip="1" LKI_shield_effect_source="1"> -->
  <TRIGGERED_ABILITY auto_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Giant Adephage deals combat damage to a player, put a token onto the battlefield that’s a copy of Giant Adephage.]]></LOCALISED_TEXT>
    <TRIGGER value="CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER" simple_qualifier="self" />
    <RESOLUTION_TIME_ACTION>
    local card = EffectSource()
    if card ~= nil then
       MTG():PutTokensIntoPlayFromSpec( card:GetSpec(), 1, EffectController() )
    end 
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
  <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" />
  <AI_BASE_SCORE score="600" zone="ZONE_IN_PLAY" />
</CARD_V2>
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Re: Card Creation Request Thread

Postby nivmizzet1 » 27 Apr 2013, 15:31

thefiremind wrote:Effects can happen at the same time in DotP games, you just need to do everything in a single action. The problem with your Mass Polymorph is that a repeating action doesn't count as a single action: each time it repeats, it's like moving to a different one, and state-based effects are checked in between. You should find a way to put the cards onto the battlefield in a single action without repeating it (with a "for" loop or something like that).
Have you got any tips as to how I could do that? I wouldn't have a clue where to start :oops: Is there a card that has something like that implemented already?
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Re: Card Creation Request Thread

Postby sumomole » 27 Apr 2013, 16:28

gopher wrote:Could someone explain to me why the token of this Giant Adephage isn't seen as a token by neither Trostani nor Growing Ranks, meaning it's impossible to populate with it ?
You are right, the bug of populate as same as Reveillark, filter:AddExtra(FILTER_EXTRA_IS_TOKEN) may also be wrong, you can use the following code.

Code: Select all
  <SPELL_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Populate.]]></LOCALISED_TEXT>
    <RESOLUTION_TIME_ACTION>
    local filter = Object():GetFilter()
    MTG():ClearFilterMarkedObjectsInZone(ZONE_IN_PLAY)
    filter:Clear()
    filter:NotTargetted()
    filter:SetZone( ZONE_IN_PLAY )
    filter:AddCardType( CARD_TYPE_CREATURE )
    filter:SetController( EffectController() )   
    local total = filter:EvaluateObjects()
    if total &gt; 0 then
      for i=0,total-1 do
        local card = filter:GetNthEvaluatedObject(i)             
        if card ~= nil then      
          if card:IsToken() ~= 0 then
              card:MarkForFilter()
           end
        end
      end          
      end 
    filter:SetMarkedObjectsOnly()
    filter:SetHint( HINT_ALLIED, EffectController() )
    if filter:CountStopAt( 1 ) == 1 then
      EffectController():ChooseTarget( NO_VALIDATION, "CARD_QUERY_CHOOSE_CREATURE_TO_COPY", EffectDC():Make_Targets(0) )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if EffectDC():Get_Targets(0) ~= nil then
      local target_token = EffectDC():Get_Targets(0):Get_CardPtr(0)
      if target_token ~= nil then
         MTG():PutTokensIntoPlayFromSpec( target_token:GetSpec(), 1, EffectController() )
      end 
    end 
    </RESOLUTION_TIME_ACTION>
  </SPELL_ABILITY>
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Re: Card Creation Request Thread

Postby gopher » 27 Apr 2013, 20:16

sumomole wrote:You are right, the bug of populate as same as Reveillark, filter:AddExtra(FILTER_EXTRA_IS_TOKEN) may also be wrong, you can use the following code.
Great :) Thanks a lot :)

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Re: Card Creation Request Thread

Postby thefiremind » 27 Apr 2013, 20:31

nivmizzet1 wrote:Have you got any tips as to how I could do that? I wouldn't have a clue where to start :oops: Is there a card that has something like that implemented already?
I just coded my own version of Mass Polymorph. The idea is to save the creatures in a chest instead of putting them onto the battlefield immediately, this way you can get them from the chest in a single action. I didn't use the <FILTER> block because it often gives problems to me when some parts of the ability use it and some other not, so I wanted to play safe. :D
Let me know if it works as intended.

EDIT: Now tested and fixed.
Attachments
MASS_POLYMORPH_204977.zip
Fixed
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Last edited by thefiremind on 29 Apr 2013, 14:32, edited 1 time in total.
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Re: Card Creation Request Thread

Postby AriesKiki » 28 Apr 2013, 00:52

It is possible to code Immerwolf?
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Re: Card Creation Request Thread

Postby nivmizzet1 » 28 Apr 2013, 03:37

thefiremind wrote:
nivmizzet1 wrote:Have you got any tips as to how I could do that? I wouldn't have a clue where to start :oops: Is there a card that has something like that implemented already?
I just coded my own version of Mass Polymorph. The idea is to save the creatures in a chest instead of putting them onto the battlefield immediately, this way you can get them from the chest in a single action. I didn't use the <FILTER> block because it often gives problems to me when some parts of the ability use it and some other not, so I wanted to play safe. :D
Let me know if it works as intended.
Thank You!

EDIT: Unfortunately, it doesn't work as intended. When I used it with 7 (token) creatures on the battlefield and only 5 creatures in my library, it just flashed every card in my library at me, putting them back in the library (similar to when a player is milled cards, but with cards going from library to library) and none of the creatures went to the battlefield. #-o

Could it be because it was looking for 7 creatures when there was only 5 available? EDIT: Nope, that's not it. Just tested when I had 1 creature on the b/f -- the reveal showed me one creature in the library and stopped there. So the problem is that the revealed creatures aren't being put on the b/f after the reveal is finished.
Last edited by nivmizzet1 on 28 Apr 2013, 06:27, edited 1 time in total.
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Re: Card Creation Request Thread

Postby Master Necro » 28 Apr 2013, 06:08

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Re: Card Creation Request Thread

Postby KnowledgeJunkie7 » 28 Apr 2013, 07:41

sumomole wrote:
thefiremind wrote:Soul Ransom has a problem: you can't allow only opponents to use an ability. Either only the controller (usual behaviour) or any player.
Soul Ransom may be able to use the following code:
Code: Select all
 any_player="1"
Code: Select all
    <AVAILABILITY>
    return CountCardsInHand(EffectController()) &gt;= 2 and EffectController():GetTeam() ~= Object():GetController():GetTeam()
      </AVAILABILITY>
thefiremind wrote:There's a Snapcaster Mage somewhere in
Snapcaster Mage can give a "flashback" activated ability to any graveyard card, but the D13 has a system bug, if there is no flavor text on the graveyard card, you can't use this "flashback" activated ability, so a lot of instant and sorcery spell can't be used for the Snapcaster Mage Deck, like Cryptic Command and Izzet Charm. :(


thefiremind wrote:The overload mechanic has a big obstacle: if you pay the overload cost, the spell isn't targetted. How can you give the player a choice on the right time if the targets are the first thing you choose (even before paying for the spell)? And how can you manage the various possible casting requirements (enough mana to pay the overload cost -> no need for targets, not enough mana -> targets required) together with the offered choices?
I tried to code Mizzium Mortars, but it seems has some bugs in the target determination.
Hey, I was wondering if there was any progress on the Overload mechanic? Would it be possible to have the choice of which cost to play (and which version of the spell to use) like Rite of Replication with its kicker? I ask because I was interested in adding Downsize to a blue/green deck- it seems like it might be possible to set it up that if you pay {U} then you get the "choose one creature" but if you kick (overload) it then it chooses all enemy creatures. Though I notice that Rite of replication doesn't seem to explicitly handle its kicked cost- it just gets passed a "Object():Kicked()" value.

Anyways, thanks for your time and I appreciate it.

Edit: Also, about what thefiremind said about what target choosing to do in which scenario- that sounds like what happened with Lorthos, the Tidemaker in Duels 2012- you would choose the optional targets whenever you met the "Whenever" condition (he attacks)- then you would choose whether to pay 8 to tap those permanents. I imagine in this scenario it would be you would choose the one target to tap, then choose whether to pay the additional cost to tap everything else as well.
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