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Card Creation Request Thread

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Re: Card Creation Request Thread

Postby gorem2k » 30 May 2013, 02:12

RiiakShiNal wrote:It looks like Infinite Reflection works fine if you remove the internal="1" from the second TRIGGERED_ABILITY.
approved :D
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Re: Card Creation Request Thread

Postby sumomole » 30 May 2013, 04:52

thefiremind wrote:If you change
Code: Select all
    <DURATION>
    return TriggerObject() == nil or
    (TriggerObject():GetZone() ~= ZONE_TRANSITION and TriggerObject():GetZone() ~= ZONE_IN_PLAY)
    </DURATION>
with
Code: Select all
    <DURATION>
    return TriggerObject() == nil
    </DURATION>
Infinite Reflection works, but the cards still retain their transformation when they leave the battlefield. I thought that there was 1 pointer protection too much, so I tried to delete
Code: Select all
    EffectDC():Protect_CardPtr(COMPARTMENT_ID_PARAM_TRIGGER_OBJECT)
but do you know what happened? The opponent's creatures were correctly losing their transformation when hitting the graveyard, while mine were not! :shock: I guess the solution would involve saving TriggerObject() into another pointer and do all the things from there, but I remember that being my first implementation of Infinite Reflection and couldn't get it to work.
I add EffectDC():Set_CardPtr(0, TriggerObject()), it seems to work fine.
And if Infinite Reflection enters the battlefield attached to a creature and then becomes attached to a different creature before its enters-the-battlefield trigger resolves, each other nontoken creature you control will become a copy of the first creature.

Infinite Reflection | Open
Code: Select all
  <TRIGGERED_ABILITY filter_zone="ZONE_IN_PLAY">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Infinite Reflection enters the battlefield attached to a creature, each other nontoken creature you control becomes a copy of that creature.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_IN_PLAY">
    local parent = Object():GetParent()
    if parent ~= nil then
       EffectDC():Set_CardPtr(0, parent)
      return true
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION ignore_filter="1">
    local parent = EffectDC():Get_CardPtr(0)
    if parent ~= nil then
       parent:StoreCopiableValues(EffectDC():Make_Chest(1))
    end
    </RESOLUTION_TIME_ACTION>
    <FILTER>
    local parent = EffectDC():Get_CardPtr(0)
    if parent ~= nil then
      return CreaturesYouControl() and FilteredCard():IsToken() == 0 and FilteredCard() ~= parent
    end
    return false
    </FILTER>
    <CONTINUOUS_ACTION layer="1">
    if FilteredCard() ~= nil and EffectDC():Get_Chest(1) ~= nil then
       FilteredCard():UseCopiableValues(EffectDC():Get_Chest(1))
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return FilteredCard() == nil
    </DURATION>
  </TRIGGERED_ABILITY>
  <TRIGGERED_ABILITY internal="1" pre_trigger="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Nontoken creatures you control enter the battlefield as a copy of enchanted creature.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="objectyoucontrol" to_zone="ZONE_IN_PLAY">
    if Object():GetParent() ~= nil and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and TriggerObject():IsToken() == 0 then
       EffectDC():Set_CardPtr(0, TriggerObject())
      return true
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    local parent = Object():GetParent()
    local creature = EffectDC():Get_CardPtr(0)
    if parent ~= nil and creature ~= nil then
       parent:StoreCopiableValues(EffectDC():Make_Chest(1))
       creature:UseCopiableValues(EffectDC():Get_Chest(1))
       EffectDC():Protect_CardPtr(0)
    end
    </RESOLUTION_TIME_ACTION>
    <CONTINUOUS_ACTION layer="1">
    local creature = EffectDC():Get_CardPtr(0)
    if creature ~= nil and EffectDC():Get_Chest(1) ~= nil then
       creature:UseCopiableValues(EffectDC():Get_Chest(1))
    end
    </CONTINUOUS_ACTION>
    <DURATION>
    return EffectDC():Get_CardPtr(0) == nil
    </DURATION>
  </TRIGGERED_ABILITY>
RiiakShiNal wrote:It looks like Infinite Reflection works fine if you remove the internal="1" from the second TRIGGERED_ABILITY.
If you use ZONECHANGE_TRANSITION, you must use internal="1" and pre_trigger="1", otherwise the creature will enter the battlefield and then becomes a copy of enchanted creature, not enter the battlefield as a copy of enchanted creature, it will trigger its enters-the-battlefield trigger, not the copy's trigger.

I have two questions:
1. If Infinite Reflection enters the battlefield attached to a creature and then that creature leaves the battlefield before its enters-the-battlefield trigger resolves, what will happen? Copy or not?
2. If Infinite Reflection enters the battlefield attached to a creature and then becomes attached to a different creature before its enters-the-battlefield trigger resolves, and then the first creature leaves the battlefield before its enters-the-battlefield trigger resolves, what will happen? Copy or not? If copy, copy which?
Last edited by sumomole on 30 May 2013, 08:00, edited 10 times in total.
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Re: Card Creation Request Thread

Postby BloodReyvyn » 30 May 2013, 05:39

"each other" in this case, I imagine, would mean every non-token creature other than the creature it is attached to when it becomes attached would become a copy of that creature.

So, assuming you used Simic Guildmage to move the enchantment in response to it's comes into play ability, I imagine it would retain the original target creature it was attached to to copy. I may be wrong as it's an odd wording. But since it says becomes a copy of "that" creature, I believe it means the first creature it was attached to.
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Re: Card Creation Request Thread

Postby sumomole » 30 May 2013, 06:06

BloodReyvyn wrote:
sumomole wrote:But I also have a question, what does each other mean? It means except for the first creature or the second?"
each other" in this case, I imagine, would mean every non-token creature other than the creature it is attached to when it becomes attached would become a copy of that creature.

So, assuming you used Simic Guildmage to move the enchantment in response to it's comes into play ability, I imagine it would retain the original target creature it was attached to to copy. I may be wrong as it's an odd wording. But since it says becomes a copy of "that" creature, I believe it means the first creature it was attached to.
Thank you, I fixed the above code.
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Re: Card Creation Request Thread

Postby Scion of Darkness » 30 May 2013, 09:52

Onde last request Painwracker oni and call for blood

Thanks
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Re: Card Creation Request Thread

Postby sumomole » 30 May 2013, 10:58

Scion of Darkness wrote:Onde last request Painwracker Oni and Call for Blood

Thanks
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Re: Card Creation Request Thread

Postby MalevolentZero » 30 May 2013, 11:02

Alright, got a few more cards I would like to add to my request!



Orochi Leafcaller
Chromatic Lantern
Basilica Screecher
Thrull Parasite
Crypt Ghast
Magus of the Coffers
Syphon Soul
Blood Tithe
Blighted Agent
Unstable Mutation

Really want someone to tackle those first two D:.
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Re: Card Creation Request Thread

Postby nivmizzet1 » 30 May 2013, 14:50

May I ask, can someone please test this card for me -- I can't test it as the AI won't cast any instant or sorcery damage spells while it's in play and mana is untapped (i.e. it needs to be tested in multiplayer).

Alternatively, if someone can tell if it should work just by looking at the code, then that would suffice as well.

I know my code doesn't translate to the exact ability -- it's only an approximation of the ability. As I have it, the ability only lets you prevent damage from a targeted source, and that source must be on the stack. Considering that, if there's a problem with my code, I would really appreciate it if somebody can fix it; or if somebody thinks the exact ability is possible, or if a better approximation is possible, then please don't hesitate to make it.

Thanks.
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Re: Card Creation Request Thread

Postby thefiremind » 30 May 2013, 15:05

I think Aegis of Honor could be coded much more easily like this:
Code: Select all
  <ACTIVATED_ABILITY dangerous="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}: La prossima volta che una magia istantaneo o stregoneria ti infligge del danno in questo turno, quella magia infligge invece quel danno al proprio controllore.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}: Das nächste Mal, sobald ein Spontanzauber oder eine Hexerei dir in diesem Zug Schaden zufügen würde, fügt der Zauberspruch diesen Schaden stattdessen seinem Beherrscher zu.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}: La prochaine fois qu’un sort d’éphémère ou de rituel devrait vous infliger des blessures ce tour-ci, ce sort inflige ces blessures à son contrôleur à la place.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}: La siguiente vez que un hechizo de instantáneo o de conjuro fuera a hacerte daño este turno, en vez de eso, ese hechizo hace ese daño a su controlador.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}: Na próxima vez que uma mágica instantânea ou um feitiço fosse causar dano a você neste turno, aquela mágica causa, ao invés disso, aquela quantidade de dano ao seu controlador.]]></LOCALISED_TEXT>
    <COST type="Mana" cost="{1}" />
    <RESOLUTION_TIME_ACTION>
    MTG():CreateDelayedTrigger(1, nil)
    </RESOLUTION_TIME_ACTION>
    <SFX text="CASTER_BUFF_PLAY" />
  </ACTIVATED_ABILITY>
  <TRIGGERED_ABILITY internal="1" pre_trigger="1" resource_id="1" priority="-10">
    <CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
    <TRIGGER value="PLAYER_TOOK_DAMAGE" simple_qualifier="controller">
    local source = Damage():GetSource()
    if source ~= nil and source:GetPlayer() ~= nil then
       return source:GetCardType():Test( CARD_TYPE_INSTANT ) ~= 0 or source:GetCardType():Test( CARD_TYPE_SORCERY ) ~= 0
    end
    return false
    </TRIGGER>
    <RESOLUTION_TIME_ACTION>
    Damage():SetReceivingPlayer( Damage():GetSource():GetPlayer() )
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
I didn't test it, but I think it should work. About testing, why don't you make the AI use this card? If you can manage to kill yourself with your own spells, then it works. :mrgreen:
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Re: Card Creation Request Thread

Postby nivmizzet1 » 30 May 2013, 15:20

thefiremind wrote:About testing, why don't you make the AI use this card? If you can manage to kill yourself with your own spells, then it works. :mrgreen:
hehe, didn't think of that. need sleep.

Thanks btw!
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Re: Card Creation Request Thread

Postby sumomole » 30 May 2013, 16:30

MalevolentZero wrote:Alright, got a few more cards I would like to add to my request!

Orochi Leafcaller
Chromatic Lantern
Basilica Screecher
Thrull Parasite
Crypt Ghast
Magus of the Coffers
Syphon Soul
Blood Tithe
Blighted Agent
Unstable Mutation

Really want someone to tackle those first two D:.
These cards need my functions from here. and I can't code Crypt Ghast.
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Re: Card Creation Request Thread

Postby MalevolentZero » 30 May 2013, 17:11

Thanks a ton! Hmmm, couldn't Crypt Ghast be coded similar to magus of the coffers?

Edit: OH, can someone please make Worldspine Wurm for me?
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Re: Card Creation Request Thread

Postby AriesKiki » 30 May 2013, 17:44

It is possible to create Yosei, the Morning Star and Teferi, Mage of Zhalfir? If possible, may I request them? Thanks in advance!
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Re: Card Creation Request Thread

Postby BloodReyvyn » 30 May 2013, 20:44

Lol, I was just looking into making Teferi for a control deck actually, I'll let you know how that goes unless someone beats me to it. :) Most of these guys are much more adept than me, and thus much faster.
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Re: Card Creation Request Thread

Postby BloodReyvyn » 30 May 2013, 23:04

Well, I have this so far, but not really sure how to handle limiting your opponents to only playing during their main phase, as I am still working on another card at the moment.

Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2>
  <FILENAME text="TEFERI_MAGE_OF_ZHALFIR_244667" />
  <CARDNAME text="TEFERI_MAGE_OF_ZHALFIR" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Teferi, Mage of Zhalfir]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="244667" />
  <ARTID value="A244667" />
  <ARTIST name="Volkan Baga" />
  <CASTING_COST cost="{2}{U}{U}{U}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[To save this plane, he must forsake all others.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" 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="Wizard" 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="V11" />
  <RARITY metaname="M" />
  <POWER value="3" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY active_zone="ZONE_HAND">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flash]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Destello.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufblitzen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Lampo]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[瞬速]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[섬광]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Миг]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Lampejo]]></LOCALISED_TEXT>
    <CONTINUOUS_ACTION>
    local characteristics = Object():GetCurrentCharacteristics()
    characteristics:Characteristic_Set( CHARACTERISTIC_FLASH, 1 )
    </CONTINUOUS_ACTION>
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le carte creatura che possiedi che non sono sul campo di battaglia hanno lampo.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Creature cards you own that aren’t on the battlefield have flash.]]></LOCALISED_TEXT>
    <FILTER>
    local filteredCard = FilteredCard()
    local objectPlayer = Object():GetPlayer()
    return ((filteredCard ~= nil) and  filteredCard:GetPlayer() == objectPlayer and (filteredCard:GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0) and (filteredCard:GetZone() == (ZONE_HAND)))
    </FILTER>
    <CONTINUOUS_ACTION layer="6">
    if FilteredCard() ~= nil then
       local characteristics = FilteredCard():GetCurrentCharacteristics()
       if characteristics ~= nil then
          characteristics:Characteristic_Set( CHARACTERISTIC_FLASH, 1 )
       end
    end
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Ogni avversario può lanciare magie solo in ogni momento in cui potrebbe lanciare una stregoneria.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Each opponent can cast spells only any time he or she could cast a sorcery.]]></LOCALISED_TEXT>
  </STATIC_ABILITY>
  <HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" 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" />
</CARD_V2>
I realized Yeva, Nature's Herald basically has the same ability, restricted to green. I just took out that restriction and plopped the code in here.
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