Half-Implemented Cards
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Half-Implemented Cards
by AlexV » 23 Feb 2013, 14:12
That would be excellent, thanks!swordshine wrote:This card is not difficult, only need add a parameter "TargetedCardColor" to ProtectAllEffect. I'll add it.
Re: Half-Implemented Cards
by AlexV » 01 Mar 2013, 15:18
Delaying Shield, almost 100%. To pay 1 W to avoid loss of life from the counters on it, wait until your upkeep, then in response to the "lose life" trigger going on the stack you can click Delaying Shield itself to activate a 1 W paid ability to remove a delay counter from it. This has the same effect of paying 1 W to avoid the damage from the counter.
- Delaying Shield | Open
- Code: Select all
Name:Delaying Shield
ManaCost:3 W
Types:Enchantment
Text:no text
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidTarget$ You | ReplaceWith$ Counters | Description$ Whenever you're dealt damage, put that many delay counters on CARDNAME.
SVar:Counters:AB$ PutCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ NumDamage | References$ NumDamage | Defined$ Self
SVar:NumDamage:ReplaceCount$DamageAmount
A:AB$ RemoveCounter | Cost$ 1 W | CounterType$ DELAY | CounterNum$ 1 | Defined$ Self | PlayerTurn$ True | ActivationPhases$ Upkeep | SpellDescription$ Pay {1}{W} to remove a delay counter and avoid losing 1 life.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ RemoveAllCounters | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, remove all delay counters from CARDNAME. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}. (Click CARDNAME to remove pay {1}{W} and remove a counter)
SVar:RemoveAllCounters:AB$ RemoveCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ All | RememberRemoved$ True | SubAbility$ TrigLoseLife
SVar:TrigLoseLife:DB$ LoseLife | Cost$ 0 | LifeAmount$ NumRemoved | References$ NumRemoved | Defined$ You | SubAbility$ DBCleanup
SVar:NumRemoved:Count$RememberedSize
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Rare
SetInfo:ODY|Rare|http://magiccards.info/scans/en/od/17.jpg
Oracle:If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
End
Re: Half-Implemented Cards
by swordshine » 02 Mar 2013, 06:02
Maybe use Repeat to script this card. See Oath of Lim-DulAlexV wrote:Delaying Shield, almost 100%. To pay 1 W to avoid loss of life from the counters on it, wait until your upkeep, then in response to the "lose life" trigger going on the stack you can click Delaying Shield itself to activate a 1 W paid ability to remove a delay counter from it. This has the same effect of paying 1 W to avoid the damage from the counter.
- Delaying Shield | Open
- Code: Select all
Name:Delaying Shield
ManaCost:3 W
Types:Enchantment
Text:no text
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidTarget$ You | ReplaceWith$ Counters | Description$ Whenever you're dealt damage, put that many delay counters on CARDNAME.
SVar:Counters:AB$ PutCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ NumDamage | References$ NumDamage | Defined$ Self
SVar:NumDamage:ReplaceCount$DamageAmount
A:AB$ RemoveCounter | Cost$ 1 W | CounterType$ DELAY | CounterNum$ 1 | Defined$ Self | PlayerTurn$ True | ActivationPhases$ Upkeep | SpellDescription$ Pay {1}{W} to remove a delay counter and avoid losing 1 life.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ RemoveAllCounters | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, remove all delay counters from CARDNAME. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}. (Click CARDNAME to remove pay {1}{W} and remove a counter)
SVar:RemoveAllCounters:AB$ RemoveCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ All | RememberRemoved$ True | SubAbility$ TrigLoseLife
SVar:TrigLoseLife:DB$ LoseLife | Cost$ 0 | LifeAmount$ NumRemoved | References$ NumRemoved | Defined$ You | SubAbility$ DBCleanup
SVar:NumRemoved:Count$RememberedSize
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Rare
SetInfo:ODY|Rare|http://magiccards.info/scans/en/od/17.jpg
Oracle:If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
End
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Re: Half-Implemented Cards
by AlexV » 02 Mar 2013, 08:06
Nice one, that does the job perfectly, thanks:swordshine wrote:Maybe use Repeat to script this card. See Oath of Lim-Dul
- Delaying Shield | Open
- Code: Select all
Name:Delaying Shield
ManaCost:3 W
Types:Enchantment
Text:no text
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidTarget$ You | ReplaceWith$ Counters | Description$ Whenever you're dealt damage, put that many delay counters on CARDNAME.
SVar:Counters:AB$ PutCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ NumDamage | References$ NumDamage | Defined$ Self
SVar:NumDamage:ReplaceCount$DamageAmount
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Card.Self+counters_GE1_DELAY | Execute$ OnUpkeep | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, remove all delay counters from CARDNAME. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
SVar:OnUpkeep:AB$ Repeat | Cost$ 0 | MaxRepeat$ NumCounters | References$ NumCounters | Mandatory$ True | RepeatSubAbility$ RemoveCounter
SVar:RemoveCounter:DB$ RemoveCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ 1 | SubAbility$ TrigLoseLife
SVar:TrigLoseLife:DB$ LoseLife | Cost$ 0 | LifeAmount$ 1 | Defined$ You | UnlessCost$ 1 W | UnlessPayer$ You
SVar:NumCounters:Count$CardCounters.DELAY
SVar:RemAIDeck:True
SVar:Rarity:Rare
SetInfo:ODY|Rare|http://magiccards.info/scans/en/od/17.jpg
Oracle:If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
End
Re: Half-Implemented Cards
by swordshine » 02 Mar 2013, 09:18
Counters should be removed first and then repeat the lose life effect.AlexV wrote:Nice one, that does the job perfectly, thanks:swordshine wrote:Maybe use Repeat to script this card. See Oath of Lim-Dul
- Delaying Shield | Open
- Code: Select all
Name:Delaying Shield
ManaCost:3 W
Types:Enchantment
Text:no text
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidTarget$ You | ReplaceWith$ Counters | Description$ Whenever you're dealt damage, put that many delay counters on CARDNAME.
SVar:Counters:AB$ PutCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ NumDamage | References$ NumDamage | Defined$ Self
SVar:NumDamage:ReplaceCount$DamageAmount
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Card.Self+counters_GE1_DELAY | Execute$ OnUpkeep | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, remove all delay counters from CARDNAME. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
SVar:OnUpkeep:AB$ Repeat | Cost$ 0 | MaxRepeat$ NumCounters | References$ NumCounters | Mandatory$ True | RepeatSubAbility$ RemoveCounter
SVar:RemoveCounter:DB$ RemoveCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ 1 | SubAbility$ TrigLoseLife
SVar:TrigLoseLife:DB$ LoseLife | Cost$ 0 | LifeAmount$ 1 | Defined$ You | UnlessCost$ 1 W | UnlessPayer$ You
SVar:NumCounters:Count$CardCounters.DELAY
SVar:RemAIDeck:True
SVar:Rarity:Rare
SetInfo:ODY|Rare|http://magiccards.info/scans/en/od/17.jpg
Oracle:If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
End

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Re: Half-Implemented Cards
by AlexV » 02 Mar 2013, 11:59
OK... not sure how it makes a difference, but this should do it in that order, I think.swordshine wrote:Counters should be removed first and then repeat the lose life effect.
- Delaying Shield | Open
- Code: Select all
Name:Delaying Shield
ManaCost:3 W
Types:Enchantment
Text:no text
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidTarget$ You | ReplaceWith$ Counters | Description$ Whenever you're dealt damage, put that many delay counters on CARDNAME.
SVar:Counters:AB$ PutCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ NumDamage | References$ NumDamage | Defined$ Self
SVar:NumDamage:ReplaceCount$DamageAmount
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Card.Self+counters_GE1_DELAY | Execute$ OnUpkeep | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, remove all delay counters from CARDNAME. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
SVar:OnUpkeep:DB$ RemoveCounter | Cost$ 0 | CounterType$ DELAY | CounterNum$ All | RememberRemoved$ True | SubAbility$ RepeatLoseLife
SVar:RepeatLoseLife:DB$ Repeat | Cost$ 0 | MaxRepeat$ NumRemoved | References$ NumRemoved | Mandatory$ True | RepeatSubAbility$ TrigLoseLife
SVar:TrigLoseLife:DB$ LoseLife | Cost$ 0 | LifeAmount$ 1 | Defined$ You | UnlessCost$ 1 W | UnlessPayer$ You | SubAbility$ DBCleanup
SVar:NumRemoved:Count$RememberedSize
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Rarity:Rare
SetInfo:ODY|Rare|http://magiccards.info/scans/en/od/17.jpg
Oracle:If damage would be dealt to you, put that many delay counters on Delaying Shield instead.
At the beginning of your upkeep, remove all delay counters from Delaying Shield. For each delay counter removed this way, you lose 1 life unless you pay {1}{W}.
End
Re: Half-Implemented Cards
by squee1968 » 05 May 2013, 17:44
Sorry for necroing this thread, but I've been trying for 2 #@^&@ days, have come close, but I need help. I know this card isn't currently scriptable, so I figured I'd post here instead of the Card Request thread. I need a close-as-possible Implemented Soul Sculptor for a deck I have. I'd really appreciate it.
Re: Half-Implemented Cards
by friarsol » 05 May 2013, 17:58
How I would try to do it is this way:squee1968 wrote:Sorry for necroing this thread, but I've been trying for 2 #@^&@ days, have come close, but I need help. I know this card isn't currently scriptable, so I figured I'd post here instead of the Card Request thread. I need a close-as-possible Implemented Soul Sculptor for a deck I have. I'd really appreciate it.
Create a permanent Effect, remembering the targeted creature. The effect turns the remembered permanent into an Enchantment and rewrites all abilities. The effect also has a "static trigger" that exiles itself when any Player casts a creature spell. That'll be pretty close.
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Re: Half-Implemented Cards
by squee1968 » 05 May 2013, 20:16
I played around quite a bit with effect, but was unable to succeed. Here's the closest I got:
Name:Soul Sculptor
ManaCost:2 W
Types:Creature Human
PT:1/1
A:AB$ Animate | Cost$ 1 W T | ValidTgts$ Creature | TgtPrompt$ Select target creature | IsCurse$ True | Types$ Enchantment | RemoveTypes$ Creature | RemoveAllAbilities$ True |UntilHostLeavesPlay$ True | SpellDescription$ Target creature becomes an enchantment and loses all abilities until a player casts a creature spell.
T:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Battlefield | Execute$ TrigFlicker
SVar:TrigFlicker:DB$ ChangeZone | ValidTgts$ Card.Self | Origin$ Battlefield | Destination$ Exile | RememberTargets$ True | SubAbility$ DBReturn | SpellDescription$ Flicker CARDNAME.
SVar:DBReturn:DB$ ChangeZone | Defined$ Remembered | Origin$ Exile | Destination$ Battlefield | GainControl$ True | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/soul_sculptor.jpg
Name:Soul Sculptor
ManaCost:2 W
Types:Creature Human
PT:1/1
A:AB$ Animate | Cost$ 1 W T | ValidTgts$ Creature | TgtPrompt$ Select target creature | IsCurse$ True | Types$ Enchantment | RemoveTypes$ Creature | RemoveAllAbilities$ True |UntilHostLeavesPlay$ True | SpellDescription$ Target creature becomes an enchantment and loses all abilities until a player casts a creature spell.
T:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Battlefield | Execute$ TrigFlicker
SVar:TrigFlicker:DB$ ChangeZone | ValidTgts$ Card.Self | Origin$ Battlefield | Destination$ Exile | RememberTargets$ True | SubAbility$ DBReturn | SpellDescription$ Flicker CARDNAME.
SVar:DBReturn:DB$ ChangeZone | Defined$ Remembered | Origin$ Exile | Destination$ Battlefield | GainControl$ True | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/soul_sculptor.jpg
Re: Half-Implemented Cards
by friarsol » 05 May 2013, 22:08
Hmm.. I can't test this cause I'm in the middle of brewing beer, but how about:
- Sculpted? | Open
- A:AB$ Effect | Cost$ 1 W T | Name$ Soul Sculptor Effect | ValidTgts$ Creature | TgtPrompt$ Select target creature | Triggers$ TrigCast | StaticAbilities$ SoulSculpted | SVars$ ExileEffect | RememberObjects$ Targeted
SVar:TrigCast:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Command | Execute$ ExileEffect | TriggerDescription$ Whenever a player casts a creature spell, end this effect.
SVar:ExileEffect:DB$ ChangeZone | Defined$ Self | Origin$ Command | Destination$ Exile | Static$ True
Svar:SoulSculpted:Mode$ Continuous | Affected$ Permanent.IsRemembered | RemoveAllAbilities$ True | AddType$ Enchantment | RemoveCardTypes$ True | Description$ Permanent loses all abilities and is an enchantment.
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Re: Half-Implemented Cards
by squee1968 » 05 May 2013, 23:24
Nope. Didn't work. I tried something extremely similar to that, and it didn't work for me either. I also tried this:friarsol wrote:Hmm.. I can't test this cause I'm in the middle of brewing beer, but how about:
- Sculpted? | Open
- A:AB$ Effect | Cost$ 1 W T | Name$ Soul Sculptor Effect | ValidTgts$ Creature | TgtPrompt$ Select target creature | Triggers$ TrigCast | StaticAbilities$ SoulSculpted | SVars$ ExileEffect | RememberObjects$ Targeted
SVar:TrigCast:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Command | Execute$ ExileEffect | TriggerDescription$ Whenever a player casts a creature spell, end this effect.
SVar:ExileEffect:DB$ ChangeZone | Defined$ Self | Origin$ Command | Destination$ Exile | Static$ True
Svar:SoulSculpted:Mode$ Continuous | Affected$ Permanent.IsRemembered | RemoveAllAbilities$ True | AddType$ Enchantment | RemoveCardTypes$ True | Description$ Permanent loses all abilities and is an enchantment.
- | Open
- A:AB$ Effect | Cost$ 1 W T | Name$ Soul Sculptor Effect | ValidTgts$ Creature | TgtPrompt$ Select target creature | Triggers$ TrigCast | Abilities$ SoulSculpted | SVars$ ExileEffect | RememberObjects$ Targeted | IsCurse$ True
SVar:TrigCast:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Command | Execute$ ExileEffect | TriggerDescription$ Whenever a player casts a creature spell, end this effect.
SVar:ExileEffect:DB$ ChangeZone | Defined$ Self | Origin$ Command | Destination$ Exile | Static$ True
Svar:SoulSculpted:DB$ Animate | Cost$ 0 | Defined$ Permanent.IsRemembered | RemoveAllAbilities$ True | Types$ Enchantment | RemoveTypes$ True | Description$ Permanent loses all abilities and is an enchantment.
No dice here either. I sure could go for a few of them beers, though.

Re: Half-Implemented Cards
by friarsol » 05 May 2013, 23:51
Ok, there's some minor issues, but it seems to work well enough. Might not be very far away from being scriptable.
- Sculptor | Open
- Name:Soul Sculptor
ManaCost:2 W
Types:Creature Human
PT:1/1
A:AB$ Effect | Cost$ 1 W T | Name$ Soul Sculptor Effect | ValidTgts$ Creature | TgtPrompt$ Select target creature | Triggers$ TrigCast | StaticAbilities$ SoulSculpted | SVars$ ExileEffect | RememberObjects$ Targeted | Duration$ Permanent | SpellDescription$ Target creature becomes an enchantment and loses all abilities until a player casts a creature spell.
SVar:TrigCast:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Command | Execute$ ExileEffect | Static$ True | TriggerDescription$ Whenever a player casts a creature spell, end this effect.
SVar:ExileEffect:DB$ ChangeZone | Defined$ Self | Origin$ Command | Destination$ Exile
SVar:SoulSculpted:Mode$ Continuous | EffectZone$ Command | Affected$ Permanent.IsRemembered | RemoveAllAbilities$ True | AddType$ Enchantment | RemoveCardTypes$ True | Description$ Permanent loses all abilities and is an enchantment.
SVar:RemAIDeck:True
SVar:Picture:http://www.wizards.com/global/images/magic/general/soul_sculptor.jpg
Oracle:{1}{W},: Target creature becomes an enchantment and loses all abilities until a player casts a creature spell.
SetInfo:USG Rare
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Re: Half-Implemented Cards
by squee1968 » 06 May 2013, 07:14
Thanks a ton, Sol, works like a charm! If I may ask, what are the issues? I've heard there are some problems with RemoveAllAbiliies and timestamps in a general sense, is that the only issue?
Re: Half-Implemented Cards
by friarsol » 06 May 2013, 12:04
I didn't fully test it, but aside from that, RemoveCardTypes was also not removing the Subtypes. So after I turn my 2/2 Zombie into an Enchantment, it was still a Zombie. Not really anything wrong with it on the script side of things, but just a few issues that should be worked out before adding it officially into Forge.squee1968 wrote:Thanks a ton, Sol, works like a charm! If I may ask, what are the issues? I've heard there are some problems with RemoveAllAbiliies and timestamps in a general sense, is that the only issue?
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