2014 official cards & decks & functions from ipad
New decks and cards for Stainless Games' release
Moderator: CCGHQ Admins
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Re: 2014 official cards & decks & functions from ipad
by castled » 28 Jun 2013, 11:21
some code from Primalcrux, I dont know the meaning of that filter.
<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
local total = filter:ChromaCount(COLOUR_GREEN)
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="8">
<FILENAME text="PRIMALCRUX_CH7" />
<CARDNAME text="PRIMALCRUX" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Primalcrux]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cœur primordial]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esencia primitiva]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Urkern]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Nodo Primario]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[尊(そん)原(げん)初(しょ)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[태초의 핵]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Живосил]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Primalcrux]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="13" />
<ARTID value="113678" />
<ARTIST name="Wayne Reynolds" />
<CASTING_COST cost="{G}{G}{G}{G}{G}{G}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When nature is backed into a corner, just like its children, it lashes out.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tout comme ses enfants, quand la nature est acculée, elle attaque.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la naturaleza es acorralada, igual que sus hijos, reacciona.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Natur in die Ecke gedrängt wird, schlägt sie um sich, genau wie ihre Kinder.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la natura viene messa alle strette, proprio come i suoi figli, mena colpi alla cieca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[自然とて追い詰められれば、その仔たちの様に激しく襲い掛かる。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[자연도 궁지에 몰리면 어린아이처럼 마구 덤벼든다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда природу загоняют в угол, она, подобно собственным чадам, дает внезапный отпор.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando a natureza é encurralada, assim como com seus filhos, ela explode violentamente em resposta.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Creature" />
<SUB_TYPE metaname="Elemental" />
<EXPANSION value="DPI" />
<RARITY metaname="R" />
<POWER value="*" />
<TOUGHNESS value="*" />
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piétinement]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Arrolla.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verursacht Trampelschaden]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Travolgere]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[トランプル]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[돌진]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Пробивной удар]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Atropelar]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
</STATIC_ABILITY>
<STATIC_ABILITY active_zone="ZONE_ANY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|Chroma| — Primalcrux’s power and toughness are each equal to the number of green mana symbols in the mana costs of permanents you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|Chromatique| — La force et l'endurance du Cœur primordial sont chacune égales au nombre total de symboles de mana vert dans les coûts de mana des permanents que vous contrôlez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|Croma| — Tanto la fuerza como la resistencia de la Esencia primitiva son iguales a la cantidad de símbolos de maná verde en los costes de maná de los permanentes que controlas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|Farbwert| — Stärke und Widerstandskraft des Urkerns sind gleich der Anzahl an grünen Manasymbolen in den Manakosten der bleibenden Karten, die du kontrollierst.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|Cromia| — La forza e la costituzione del Nodo Primario sono pari al numero di simboli di mana verde nei costi di mana dei permanenti che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[|彩色| — 尊原初のパワーとタフネスは、それぞれあなたがコントロールするパーマネントのマナ・コストの緑マナ・シンボルの総数に等しい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|색조| — 태초의 핵의 공격력과 방어력은 각각 당신이 조종하는 지속물의 녹색 마나 기호의 합계와 같다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|Хроматичность| — Сила и выносливость Живосила равны количеству символов зеленой маны в мана-стоимостях перманентов под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|Croma| — O poder e a resistência de Primalcrux são ambos iguais ao número de símbolos de mana verde nos custos de mana das permanentes que você controla.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
local total = filter:ChromaCount(COLOUR_GREEN)
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<AI_CUSTOM_SCORE zone="ZONE_BATTLEFIELD">
if EffectSource():IsAttacking() then
EffectSource():AddScore(0)
else
if EffectSource():IsTapped() then
EffectSource():AddScore(-1000)
end
end
</AI_CUSTOM_SCORE>
<HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" />
<SFX text="COMBAT_GAEA_ATTACK" power_boundary_min="1" power_boundary_max="-1" />
<AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
- castled
- Posts: 84
- Joined: 09 Oct 2010, 14:50
- Location: Shenzhen,China
- Has thanked: 16 times
- Been thanked: 1 time
Re: 2014 official cards & decks & functions from ipad
by castled » 28 Jun 2013, 11:33
and this from Savage Summoning.
<TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="14">
<FILENAME text="SAVAGE_SUMMONING_350104" />
<CARDNAME text="SAVAGE_SUMMONING" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Savage Summoning]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Invocation sauvage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Invocación salvaje]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wilde Beschwörung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Evocazione Selvatica]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[凶(きょう)暴(ぼう)な召(しょう)喚(かん)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[야성의 소환술]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Неистовый Вызов]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Evocação Selvagem]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="350104" />
<ARTID value="147457" />
<ARTIST name="Johann Bodin" />
<CASTING_COST cost="{G}" />
<TYPE metaname="Instant" />
<EXPANSION value="DPI" />
<RARITY metaname="R" />
<STATIC_ABILITY active_zone="ZONE_STACK">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Savage Summoning can’t be countered.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[L'Invocation sauvage ne peut pas être contrecarrée.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La Invocación salvaje no puede ser contrarrestada.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Wilde Beschwörung kann nicht neutralisiert werden.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[L’Evocazione Selvatica non può essere neutralizzata.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[凶暴な召喚は打ち消されない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[야성의 소환술은 무효화될 수 없다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Неистовый Вызов не может быть отменен.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Evocação Selvagem não pode ser anulada.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="8">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The next creature card you cast this turn can be cast as though it had flash. That spell can’t be countered. That creature enters the battlefield with an additional +1/+1 counter on it.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La prochaine carte de créature que vous lancez ce tour-ci peut être lancée comme si elle avait le flash. Ce sort ne peut pas être contrecarré. Cette créature arrive sur le champ de bataille avec un marqueur +1/+1 supplémentaire sur elle.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La próxima carta de criatura que lances este turno se puede lanzar como si tuviera la habilidad de destello. Ese hechizo no puede ser contrarrestado. Esa criatura entra al campo de batalla con un contador +1/+1 adicional sobre ella.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die nächste Kreaturenkarte, die du in diesem Zug wirkst, kann gewirkt werden, als ob sie Aufblitzen hätte. Dieser Zauberspruch kann nicht neutralisiert werden. Diese Kreatur kommt mit einer zusätzlichen +1/+1-Marke ins Spiel.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La prossima carta creatura che lanci in questo turno può essere lanciata come se avesse lampo. Quella magia non può essere neutralizzata. Quella creatura entra nel campo di battaglia con un segnalino +1/+1 addizionale.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[このターン、あなたは次に唱えるクリーチャー・カードを、それが瞬速を持っているかのように唱えてもよい。その呪文は打ち消されない。そのクリーチャーは+1/+1カウンターが追加で1個置かれた状態で戦場に出る。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 이 턴에 발동하는 다음 생물 카드는 섬광 능력을 가진 것처럼 발동할 수 있다. 그 주문은 무효화될 수 없다. 그 생물은 +1/+1 카운터 한 개를 추가로 가지고 전장에 들어온다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Следующая карта существа, которую вы разыграете в этом ходу, может быть разыграна, как будто у нее есть Миг. То заклинание не может быть отменено. То существо выходит на поле битвы с дополнительным жетоном +1/+1 на нем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[O próximo card de criatura que você conjurar neste turno poderá ser conjurado como se tivesse lampejo. Aquela mágica não poderá ser anulada. Aquela criatura entrará no campo de batalha com um marcador +1/+1.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local delayDC_A = EffectDC():Make_Chest(1)
local delayDC_B = EffectDC():Make_Chest(2)
MTG():CreateDelayedTrigger(1, delayDC_A)
MTG():CreateDelayedTrigger(2, delayDC_B)
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
<TRIGGER value="CONSIDERED_FOR_CAST" simple_qualifier="controller" pre_trigger="1">
if (TriggerObject() ~= nil) and (TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)) then
return true
else
return false
end
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():GrantPseudoFlash()
end
</RESOLUTION_TIME_ACTION>
<CLEANUP simple_cleanup="EndOfTurn" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY resource_id="2" replacement_query="1">
<TRIGGER value="SPELL_PLAYED" simple_qualifier="controller">
return TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
-- turns off other delayed trigger
MTG():RemoveDelayedTrigger(1)
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local delayDC = EffectDC():Make_Chest(1)
delayDC:Set_CardPtr(0, TriggerObject())
delayDC:Protect_CardPtr(0)
MTG():CreateDelayedTrigger(3, delayDC)
</RESOLUTION_TIME_ACTION>
<CONTINUOUS_ACTION layer="8">
if TriggerObject() ~= nil then
local characteristics = TriggerObject():GetCurrentCharacteristics()
characteristics:Bool_Set( CHARACTERISTIC_CANT_BE_COUNTERED, 1 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1" resource_id="3">
<TRIGGER value="ZONECHANGE_TRANSITION" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1">
return (TriggerObject() == EffectDC():Get_CardPtr(0))
</TRIGGER>
<CLEANUP fire_once="1" simple_cleanup="EndOfTurn" />
<RESOLUTION_TIME_ACTION>
if TriggerObject() ~= nil then
TriggerObject():AddCounters( MTG():PlusOnePlusOneCounters(), 1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<AI_AVAILABILITY type="in_response" response_source="1" />
<AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
<AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
<AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
<HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" />
<AI_BASE_SCORE score="300" zone="ZONE_HAND" />
</CARD_V2>
- castled
- Posts: 84
- Joined: 09 Oct 2010, 14:50
- Location: Shenzhen,China
- Has thanked: 16 times
- Been thanked: 1 time
Re: 2014 official cards & decks & functions from ipad
by castled » 28 Jun 2013, 12:06
OverrideEvent ??
<TRIGGER value="PLAYER_GAINED_LIFE" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="6">
<FILENAME text="SULFURIC_VORTEX_348971" />
<CARDNAME text="SULFURIC_VORTEX" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sulfuric Vortex]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vortex sulfureux]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vórtice sulfúrico]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Schwefeliger Strudel]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vortice Sulfureo]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[硫(い)黄(おう)の渦(うず)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[유황 소용돌이]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Серный Вихрь]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vórtice Sulfúrico]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="348971" />
<ARTID value="49010" />
<ARTIST name="Greg Staples" />
<CASTING_COST cost="{1}{R}{R}" />
<TYPE metaname="Enchantment" />
<EXPANSION value="DPI" />
<RARITY metaname="R" />
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of each player’s upkeep, Sulfuric Vortex deals 2 damage to that player.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de l’entretien de chaque joueur, le Vortex sulfureux inflige 2 blessures à ce joueur.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo del mantenimiento de cada jugador, el Vórtice sulfúrico hace 2 puntos de daño a ese jugador.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn des Versorgungssegments jedes Spielers fügt der Schwefelige Strudel diesem Spieler 2 Schadenspunkte zu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All'inizio del mantenimento di ogni giocatore, il Vortice Sulfureo infligge 2 danni a quel giocatore.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各プレイヤーのアップキープの開始時に、硫黄の渦はそのプレイヤーに2点のダメージを与える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[각 플레이어의 유지단 시작에, 유황 소용돌이는 그 플레이어에게 피해 2점을 입힌다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале шага поддержки каждого игрока Серный Вихрь наносит 2 повреждения тому игроку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início da manutenção de cada jogador, Vórtice Sulfúrico causa 2 pontos de dano àquele jogador.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
return MTG():GetStep() == STEP_UPKEEP
</TRIGGER>
<RESOLUTION_TIME_ACTION>
if ( EffectSourceLKI() ~= nil ) then
EffectSourceLKI():DealDamageTo( 2, TriggerPlayer() )
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
<TRIGGERED_ABILITY replacement_effect="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[If a player would gain life, that player gains no life instead.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Si un joueur devait gagner des points de vie, ce joueur n'en gagne aucun à la place.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Si un jugador fuera a ganar vidas, en vez de eso, ese jugador no gana vidas.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Falls dieser Spieler Lebenspunkte dazuerhalten würde, erhält er stattdessen keine Lebenspunkte dazu.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Se un giocatore sta per guadagnare punti vita, quel giocatore invece non guadagna punti vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[プレイヤー1人がライフを得る場合、代わりにそのプレイヤーはライフを得ない。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[어떤 플레이어가 생명점을 얻으려고 하면, 대신에 그 플레이어는 생명점을 얻지 못한다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Если игрок должен получить жизнь(-и), вместо этого тот игрок не получает жизни.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Se um jogador ganharia pontos de vida neste turno, em vez disso, ele não os ganha.]]></LOCALISED_TEXT>
<TRIGGER value="PLAYER_GAINED_LIFE" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
</TRIGGERED_ABILITY>
<AI_BASE_SCORE score="600" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
- castled
- Posts: 84
- Joined: 09 Oct 2010, 14:50
- Location: Shenzhen,China
- Has thanked: 16 times
- Been thanked: 1 time
Re: 2014 official cards & decks & functions from ipad
by castled » 28 Jun 2013, 12:20
OP_IS and OP_NOT
subfilter:Add( FE_CARD_NAME, OP_NOT, firstCardDC:Get_CardPtr(0) )
subfilter:Add( FE_CARD_NAME, OP_NOT, secondCardDC:Get_CardPtr(0) )
- Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="36">
<FILENAME text="THREE_DREAMS_348976" />
<CARDNAME text="THREE_DREAMS" />
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Three Dreams]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Trois rêves]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tres sueños]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Drei Träume]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tre Sogni]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[三(みっ)つの夢(ゆめ)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[세 가지 꿈]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Три Мечты]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Três Sonhos]]></LOCALISED_TEXT>
</TITLE>
<MULTIVERSEID value="348976" />
<ARTID value="88854" />
<ARTIST name="Shishizaru" />
<CASTING_COST cost="{4}{W}" />
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Choose one to heal, one to harm, and one to grant you the prudence to use them.”
—Miotri, auratouched mage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Choisissez-en un qui soigne, un qui blesse, et le troisième pour vous donner la prudence nécessaire pour les utiliser. »
—Miotri, mage auraltérée]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Elige uno para curar, uno para lastimar y uno para darte la prudencia a la hora de usarlos”.
—Miotri, maga auraencantada]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Wähle einen der Heilung, einen des Verletzens und einen, der dir die Besonnenheit gewährt, sie richtig anzuwenden.“
—Miotri, Auraumwobener Magier]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Scegline uno per guarire, uno per ferire e uno per donarti la prudenza necessaria a utilizzarli.”
—Miotri, maga aurotinta]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「癒すもの、害するもの、そしてそれらを使う分別を与えるものを選べ。」――オーラ掠りの魔道士、ミオートリ]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“하나는 치유하기 위해, 하나는 해치기 위해, 그리고 마지막 하나는 그것을 제대로 사용할 수 있는 지혜를 갖추기 위해.”
—마법진 마도사 미오트리]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Выбери одну для исцеления, другую для нанесения вреда, и третью, чтобы научила тебя с умом ими воспользоваться».
— Миотри, осененный аурой маг]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Escolha um para curar, um para ferir e um para lhe conceder prudência ao usá-los.”
— Miotri, maga de aura encantada]]></LOCALISED_TEXT>
</FLAVOURTEXT>
<TYPE metaname="Sorcery" />
<EXPANSION value="DPI" />
<RARITY metaname="R" />
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cherchez dans votre bibliothèque jusqu'à trois cartes d'aura ayant des noms différents, révélez-les et mettez-les dans votre main. Mélangez ensuite votre bibliothèque.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Busca en tu biblioteca hasta tres cartas de aura con nombres distintos, muéstralas y ponlas en tu mano. Luego baraja tu biblioteca.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Durchsuche deine Bibliothek nach bis zu drei Aurakarten mit unterschiedlichen Namen, zeige sie offen vor und nimm sie auf deine Hand. Mische danach deine Bibliothek.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Passa in rassegna il tuo grimorio per trovare fino a tre carte Aura con nomi diversi, rivelale e aggiungile alla tua mano. Poi rimescola il tuo grimorio.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのライブラリーから互いに異なる名前のオーラ・カードを最大3枚探し、それらを公開してあなたの手札に加える。その後あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신의 서고에서 각기 이름이 다른 마법진 카드를 최대 세 장까지 찾아 공개한 후 당신의 손으로 가져간다. 그러고 나서 당신의 서고를 섞는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Найдите в вашей библиотеке не более трех карт Аур с разными именами, покажите их и положите их в вашу руку. Затем перетасуйте вашу библиотеку.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Procure em seu grimório até três cards de Aura com nomes diferentes, revele-os e coloque-os em sua mão. Depois, embaralhe seu grimório.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
filter:Add( FE_SUBTYPE, OP_IS, ENCHANTMENT_TYPE_AURA )
filter:SetZone( ZONE_LIBRARY, effectController)
effectController:ChooseItem( "CARD_QUERY_CHOOSE_AURA", EffectDC():Make_Targets(0), QUERY_FLAG_UP_TO )
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
local firstCardDC = EffectDC():Get_Targets(0)
if firstCardDC ~= nil and firstCardDC:Get_CardPtr(0) ~= nil then
filter:Add( FE_SUBTYPE, OP_IS, ENCHANTMENT_TYPE_AURA )
filter:Add( FE_CARD_NAME, OP_NOT, firstCardDC:Get_CardPtr(0) )
filter:SetZone( ZONE_LIBRARY, effectController)
effectController:ChooseItem( "CARD_QUERY_CHOOSE_AURA", EffectDC():Make_Targets(1), QUERY_FLAG_UP_TO )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
local filter = ClearFilter()
local effectController = EffectController()
local firstCardDC = EffectDC():Get_Targets(0)
local secondCardDC = EffectDC():Get_Targets(1)
if firstCardDC ~= nil and firstCardDC:Get_CardPtr(0) ~= nil and secondCardDC~= nil and secondCardDC:Get_CardPtr(0) ~= nil then
filter:Add( FE_SUBTYPE, OP_IS, ENCHANTMENT_TYPE_AURA )
local subfilter = filter:AddSubFilter_And()
subfilter:Add( FE_CARD_NAME, OP_NOT, firstCardDC:Get_CardPtr(0) )
subfilter:Add( FE_CARD_NAME, OP_NOT, secondCardDC:Get_CardPtr(0) )
filter:SetZone( ZONE_LIBRARY, effectController)
effectController:ChooseItem( "CARD_QUERY_CHOOSE_AURA", EffectDC():Make_Targets(2), QUERY_FLAG_UP_TO )
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0, 2 do
local targetDC = EffectDC():Get_Targets(i)
if targetDC ~= nil then
local target = targetDC:Get_CardPtr(0)
if target ~= nil then
target:Reveal()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
for i = 0, 2 do
local chosenDC = EffectDC():Get_Targets(i)
if chosenDC ~= nil then
local card = chosenDC:Get_CardPtr(0)
if card ~= nil then
card:PutInHand()
end
end
end
</RESOLUTION_TIME_ACTION>
<RESOLUTION_TIME_ACTION>
EffectController():ShuffleLibrary()
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
<AI_BASE_SCORE score="1200" zone="ZONE_HAND" />
</CARD_V2>
- castled
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Re: 2014 official cards & decks & functions from ipad
by RiiakShiNal » 28 Jun 2013, 12:30
This most likely means copy the "Last Known Information" for the EffectSource, which is likely important since when a token dies it "Ceases to Exist".castled wrote:I found something from Chronozoa,I never seen it before, does it mean "integrally copy"?
MTG():PutTokenCopiesOntoBattlefield( EffectSourceLKI(), 2, EffectController() )
This is very similar to storing a card pointer in the ObjectDC() (like we would do in DotP 2013) and protecting it so that we can reference it later. This has nothing to do with targeting (target is simply the name of a local variable).castled wrote:and this, from Oblivion Ringdoes it mean something exiled can still be target now?if target ~= nil then
LinkedDC():Set_CardPtr(0, target)
LinkedDC():Protect_CardPtr(0)
target:Exile()
end
The filter herecastled wrote:some code from Primalcrux, I dont know the meaning of that filter.<CONTINUOUS_ACTION layer="7A">
if EffectSource() ~= nil then
local characteristics = EffectSource():GetCurrentCharacteristics()
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
local total = filter:ChromaCount(COLOUR_GREEN)
characteristics:Power_Set( total )
characteristics:Toughness_Set( total )
end
</CONTINUOUS_ACTION>
- Code: Select all
local filter = ClearFilter()
filter:Add( FE_IS_PERMANENT, true )
filter:Add( FE_CONTROLLER, OP_IS, EffectController())
- Code: Select all
local total = filter:ChromaCount(COLOUR_GREEN)
Well, the resource_id part is easy it means this ability can be granted to another card or used for a delayed trigger (this case is delayed trigger usage). The replacement_effect part is probably used to make sure that the card can be cast as though it had flash (to "replace" it's normal "Considered for Cast" result).castled wrote:and this from Savage Summoning.<TRIGGERED_ABILITY replacement_effect="1" resource_id="1">
It's just like us doing "override=true" in DotP 2013. Here we want to prevent the player from gaining life.castled wrote:OverrideEvent ??<TRIGGER value="PLAYER_GAINED_LIFE" pre_trigger="1">
MTG():OverrideEvent()
return true
</TRIGGER>
OP_IS checks to make sure something "Is" something. OP_NOT does the exact opposite (standard boolean logic). So here specifically it says make sure we don't include cards with either of these names in our filter (we want to make sure the user doesn't select the a card with the same name as any they have already selected).castled wrote:OP_IS and OP_NOTsubfilter:Add( FE_CARD_NAME, OP_NOT, firstCardDC:Get_CardPtr(0) )
subfilter:Add( FE_CARD_NAME, OP_NOT, secondCardDC:Get_CardPtr(0) )
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Re: 2014 official cards & decks & functions from ipad
by castled » 28 Jun 2013, 13:14
I found it isnt existing in [Path to Exile], it's only existing in which contains the function "return".LinkedDC():Protect_CardPtr(0)
(I havnt played dotp for years, dont know if it's allowed before.)
so, those exiled cards can be target as [Runic Repetition]?
I really hope, there will be some card, which is able to modify other spells's rule.MTG():PutTokenCopiesOntoBattlefield( EffectSourceLKI(), 2, EffectController() )
replacement_effect="1"

and base on [Savage Summoning], is it possible for [Channel]? Their effects has no target, no permance to keep the trigger ability , and player can choose when to effect during the rest of turn.
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Re: 2014 official cards & decks & functions from ipad
by RiiakShiNal » 28 Jun 2013, 13:57
If you add a fake characteristic for Flashback (on all cards that have flashback and any card that adds flashback to cards in exile), then it is theoretically possible to make.castled wrote:I found it isnt existing in [Path to Exile], it's only existing in which contains the function "return".LinkedDC():Protect_CardPtr(0)
(I havnt played dotp for years, dont know if it's allowed before.)
so, those exiled cards can be target as [Runic Repetition]?
This is highly unlikely as you would need to be able to get card abilities before you could replace them and I'm not seeing any functions for that.castled wrote:I really hope, there will be some card, which is able to modify other spells's rule.MTG():PutTokenCopiesOntoBattlefield( EffectSourceLKI(), 2, EffectController() )
replacement_effect="1"
Savage Summoning has absolutely nothing to do with Channel in either ability or code. As for whether Channel will be possible to do properly, I don't know yet as I haven't delved into mana abilities yet.castled wrote:and base on [Savage Summoning], is it possible for [Channel]? Their effects has no target, no permance to keep the trigger ability , and player can choose when to effect during the rest of turn.
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Re: 2014 official cards & decks & functions from ipad
by sumomole » 29 Jun 2013, 05:41
I found the miracle ability of Temporal Mastery is a triggered ability that can be responded, I change the card type from Sorcery to Instant, when I draw Temporal Mastery and the miracle ability trigger, I respond to cast it, the game crash. 
EDIT: Blightsteel Colossus is wrong, its owner shuffle library, not effect controller.
EDIT2: The delayed trigger of Protean Hydra is wrong, It will cause the creature still add counters even in the graveyard.

EDIT: Blightsteel Colossus is wrong, its owner shuffle library, not effect controller.
EDIT2: The delayed trigger of Protean Hydra is wrong, It will cause the creature still add counters even in the graveyard.
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Re: 2014 official cards & decks & functions from ipad
by Rickycoe123 » 29 Jun 2013, 19:08
Once someone has the tools/converters, i will start my normal work with doing the converting for the community.
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Re: 2014 official cards & decks & functions from ipad
by thefiremind » 30 Jun 2013, 12:21
DotP2014 has another bug carried over from DotP2013: it uses the forestwalk badge in place of the wither badge. I just made a DotP2014 badge for wither, following kevlahnota's instructions from DotP2013, and it works. Maybe someone won't like the art, but I think it's fitting, I wanted to represent a slash wound. Extract the ZIP in the ART_ASSETS folder of your custom mod if you want to use this badge.
In case someone wonders why I called the files __WITHER__ with the underscores, it's because I needed to have the same string length as LANDWALK_G in order for the hex editing to work.
In case someone wonders why I called the files __WITHER__ with the underscores, it's because I needed to have the same string length as LANDWALK_G in order for the hex editing to work.

- Attachments
-
Wither badge by thefiremind.zip
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-
- Preview of how the badge looks
- preview.png (8.88 KiB) Viewed 5957 times
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Re: 2014 official cards & decks & functions from ipad
by RiiakShiNal » 30 Jun 2013, 13:44
Actually, you don't have to have the same length. The 4 bytes (UInt32, in Intel hex order, least significant byte first) preceding the identifier in the CNT file (for both instances) is the length of the string. If you change it from 0x0A (10) to 0x06 (6) then you can remove the four underscores from the names. This is the same as previous versions of the game as well.thefiremind wrote:In case someone wonders why I called the files __WITHER__ with the underscores, it's because I needed to have the same string length as LANDWALK_G in order for the hex editing to work.
Here is the length corrected version (all I did was adjust the length and remove the underscores [extremely easy] so all credit still goes to thefiremind who did the hard work of creating the new image).
Edit: Now with the correct changes made to the MDL and MTL as well.
- Attachments
-
Updated Wither badge by thefiremind.zip
- (5.54 KiB) Downloaded 557 times
Last edited by RiiakShiNal on 30 Jun 2013, 15:34, edited 1 time in total.
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Re: 2014 official cards & decks & functions from ipad
by thefiremind » 30 Jun 2013, 14:23
I didn't know that! Thanks for the explanation!RiiakShiNal wrote:Actually, you don't have to have the same length. The 4 bytes (UInt32, in Intel hex order, least significant byte first) preceding the identifier in the CNT file (for both instances) is the length of the string. If you change it from 0x0A (10) to 0x06 (6) then you can remove the four underscores from the names. This is the same as previous versions of the game as well.
It wasn't hard, but long for sure.RiiakShiNal wrote:all credit still goes to thefiremind who did the hard work of creating the new image

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Re: 2014 official cards & decks & functions from ipad
by RiiakShiNal » 30 Jun 2013, 14:52
I thought it was pretty obvious when you are already hex editing the file, but maybe I'm just more used to hex editing and trying to understand some structures.thefiremind wrote:I didn't know that! Thanks for the explanation!
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Re: 2014 official cards & decks & functions from ipad
by thefiremind » 30 Jun 2013, 15:11
Now that I tested your modifications, I noticed that the game crashes when a creature with wither enters the battlefield... I think you made a mistake somewhere.
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Re: 2014 official cards & decks & functions from ipad
by RiiakShiNal » 30 Jun 2013, 15:34
Ah, I forgot to make the same changes to the MDL and MTL files (I changed their file names, but forgot to hex edit and change the names inside as well. File updated in the earlier post.
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