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Formal Request Thread

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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 02:04

RiiakShiNal posted Parasitic Strix Baleful Strix and Tidhollow Strix
Thefiremind did quite a number of these, so I've removed my code. - Windwright Mage - Ethersworn Canonist - Metallurgeon - Master Transmuter - Etherium Sculptor - Sharding Sphinx - Executioner's Capsule - Sphinx of the Steel Wind - Glaze Fiend - Master of Etherium - Sharuum the Hegemon

I just got done with Steel Overseer for my own deck, so I'll start with that.
Steel Overseer - Tested | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="STEEL_OVERSEER_909205036" />
  <CARDNAME text="STEEL_OVERSEER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Steel Overseer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Brigadier d’acier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Capataz de acero]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aufseher aus Stahl]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sorvegliante d’Acciaio]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鋼の監視者]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Steel Overseer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Стальной Надсмотрщик]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Supervisor de Aço]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909205036" />
  <ARTID value="909205036" />
  <ARTIST name="Chris Rahn" />
  <CASTING_COST cost="{2}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“The world is already run by all manner of machines. One day, they’ll remind us of that fact.”
—Sargis Haz, artificer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Le monde est déjà dirigé par toutes sortes de machines. Un jour, elles nous le rappelleront. »
—Sargis Haz, artificier]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“El mundo ya está dirigido por todo tipo de máquinas. Un día, nos recordarán ese hecho.”
—Sargis Haz, artífice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Die Welt wird jetzt schon von unterschiedlichsten Maschinen regiert. Eines Tages werden sie es uns merken lassen.”
—Sargis Haz, Tüftler]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Il mondo ormai è gestito da macchine di ogni genere. Un giorno, ci ricorderanno questo fatto.”
—Sargis Haz, artefice]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「世界は既に機械の方式で動いているのよ。 いつか、その事実を向こうに思い知らされるんでしょうね。」
――工匠、サルギス・ハズ]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“The world is already run by all manner of machines. One day, they’ll remind us of that fact.”
—Sargis Haz, artificer]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Уже сейчас миром управляют всевозможные машины. В один прекрасный день они напомнят нам об этом».
— Саргис Хаз, изобретательница]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O mundo já é governado por todo tipo de máquinas. Um dia, elas nos recordarão disso.”
— Sargis Haz, artesão]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Construct" />
  <EXPANSION value="M11" />
  <RARITY metaname="R" />
  <POWER value="1" />
  <TOUGHNESS value="1" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Put a +1/+1 counter on each artifact creature you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Mettez un marqueur +1/+1 sur chaque créature-artefact que vous contrôlez.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Pon un contador +1/+1 sobre cada criatura artefacto que controlas.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Lege eine +1/+1-Marke auf jede Artefaktkreatur, die du kontrollierst.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Metti un segnalino +1/+1 su ogni creatura artefatto che controlli.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたがコントロールする各アーティファクト・クリーチャーの上に、それぞれ+1/+1カウンターを1個置く。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Put a +1/+1 counter on each artifact creature you control.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: положите один жетон +1/+1 на каждое артефактное существо под вашим контролем.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Coloque um marcador +1/+1 sobre cada criatura artefato que você controla.]]></LOCALISED_TEXT>
   <COST type="TapSelf" />
   <FILTER filter_id="0">
   local filter = ClearFilter()
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
   filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
   filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
   </FILTER>
   <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then   
       FilteredCard():AddCounters(MTG():PlusOnePlusOneCounters(), 1)
   end
   </RESOLUTION_TIME_ACTION>
   <AI_AVAILABILITY window_step="declare_blockers" type="window" />
    <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="main_1" window_turn="my_turn" type="window" />
    <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
  </ACTIVATED_ABILITY>
  <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>
Dispeller's Capsule - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="DISPELLERS_CAPSULE_909370527" />
   <CARDNAME text="DISPELLERS_CAPSULE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Dispeller’s Capsule]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909370527" />
   <ARTID value="909370527" />
   <ARTIST name="Franz Vohwinkel" />
   <CASTING_COST cost="{W}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“I find its symmetry pleasing. It rids our world of offensive refuse while disposing of itself.”
—Dolomarus, Proctor of the Clean]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <EXPANSION value="MMA" />
   <RARITY metaname="C" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2}{W}, {T}, Sacrifica la Capsula del Dissipatore: Distruggi un artefatto o un incantesimo bersaglio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2}{W}, {T}, Sacrifice Dispeller’s Capsule: Destroy target artifact or enchantment.]]></LOCALISED_TEXT>
      <COST mana_cost="{2}{W}" type="Mana" />
      <COST type="TapSelf" />
      <COST type="SacrificeSelf" />
      <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_OR_ENCHANTMENT_TO_DESTROY" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    local subfilter = filter:AddSubFilter_Or()
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
       subfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT)
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then   
       target:Destroy() 
    end
    </RESOLUTION_TIME_ACTION>
      <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   </ACTIVATED_ABILITY>
</CARD_V2>
I don't think Sen Triplets is possible. I don't see any characteristic for a player's hand to remain revealed and more importantly I don't see a way to be able to play a chosen card. Perhaps someone more adept than I am can make it. Here's the code I made before realizing I wouldn't be able to make the card. Note that the activated ability was an attempt to get around the lack of characteristics for a hand being revealed.

Sen Triplets - Code doesn't work. | Open
Code: Select all
<?xml version='1.0' encoding='UTF-8'?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="SEN_TRIPLETS_909180607" />
  <CARDNAME text="SEN_TRIPLETS" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sen Triplets]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Triplettes Sen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Trillizas Sen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sen-Drillinge]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Trio di Sen]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[センの三つ子]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sen Triplets]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сенские Тройняшки]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Trigêmeas Sen]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="909180607" />
  <ARTID value="909180607" />
  <ARTIST name="Greg Staples" />
  <CASTING_COST cost="{2}{W}{U}{B}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[They are the masters of your mind.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Elles sont les maîtresses de votre esprit.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Son las dueñas de tu mente.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sie sind die Herren deines Verstands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sono le padrone della tua mente.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼らはお前の精神を操る。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[They are the masters of your mind.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Они — повелительницы вашего рассудка.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Elas são os mestres de sua mente.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <SUPERTYPE metaname="Legendary" />
  <TYPE metaname="Artifact" />
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Human" />
  <SUB_TYPE metaname="Wizard" />
  <EXPANSION value="ARB" />
  <RARITY metaname="M" />
  <POWER value="3" />
  <TOUGHNESS value="3" />
  <TRIGGERED_ABILITY linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, choose target opponent. This turn, that player can’t cast spells or activate abilities and plays with his or her hand revealed. You may play cards from that player’s hand this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, choisissez un adversaire ciblé. Ce tour-ci, ce joueur ne peut pas jouer de sorts ou de capacités activées et il joue avec sa main révélée. Vous pouvez jouer des cartes depuis la main de ce joueur ce tour-ci.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, elige el oponente objetivo. Este turno, ese jugador no puede jugar hechizos o habilidades activadas y juega mostrando su mano. Puedes jugar cartas de la mano de ese jugador este turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bestimme zu Beginn deines Versorgungssegments einen Gegner deiner Wahl. In diesem Zug kann dieser Spieler keine Zaubersprüche und aktivierten Fähigkeiten spielen und spielt mit offenen Karten. Du kannst in diesem Zug Karten von der Hand dieses Spielers spielen.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, scegli un avversario bersaglio. In questo turno, quel giocatore non può giocare magie o attivare abilità e gioca con la sua mano rivelata. Puoi giocare le carte dalla mano di quel giocatore in questo turno.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、対戦相手1人を対象とする。 このターン、そのプレイヤーは呪文や起動型能力をプレイできず、自分の手札を公開したままプレイする。 このターン、あなたはそのプレイヤーの手札のカードをプレイできる。]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your upkeep, choose target opponent. This turn, that player can’t cast spells or activate abilities and plays with his or her hand revealed. You may play cards from that player’s hand this turn.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки выберите целевого оппонента. В этом ходу тот игрок не может разыгрывать заклинания или активируемые способности и играет с открытой рукой. Вы можете разыграть карты из руки того игрока в этом ходу.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, escolha um oponente alvo. Neste turno, aquele jogador não pode jogar mágicas nem habilidades ativadas e joga com sua mão revelada. Você pode jogar cards da mão daquele jogador neste turno.]]></LOCALISED_TEXT>
   <TRIGGER value="BEGINNING_OF_STEP">
    return MTG():GetStep() == STEP_END_OF_TURN
    </TRIGGER>
   <TARGET tag="CARD_QUERY_CHOOSE_OPPONENT" definition="0" compartment="0" count="1" />
    <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:SetFilterType( FILTER_TYPE_PLAYERS )
    filter:Add( FE_TEAM, OP_NOT, EffectController():GetTeam() )
    </TARGET_DEFINITION>
    <RESOLUTION_TIME_ACTION>
   local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
   if target_player ~= nil then
      LinkedDC():Set_PlayerPtR(0, target_player)
   end
   </RESOLUTION_TIME_ACTION>
   <CONTINUOUS_ACTION layer="8">
   local target_player = EffectDC():Get_Targets(0):Get_PlayerPtr(0)
   if target_player ~= nil then
      target_player:GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_CANT_CAST_SPELLS, 1)
      target_player:GetCurrentCharacteristics():Bool_Set( PLAYER_CHARACTERISTIC_CANT_CAST_SPELLS, 1)
   end
   </CONTINUOUS_ACTION>
   <DURATION simple_duration="UntilEOT" />
  </TRIGGERED_ABILITY>
  <ACTIVATED_ABILITY linked_ability_group="1">
  <COST mana_cost="{0}" type="Mana" />
  <RESOLUTION_TIME_ACTION>
   local target_player = LinkedDC():Get_PlayerPtr(0)
   if target_player ~= nil then
       target_player:RevealHand()
    end
  </RESOLUTION_TIME_ACTION>
 
  --Insert ability to play spells from opponent's hand.
 
  </ACTIVATED_ABILITY>
  <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>
Myr Matrix - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="MYR_MATRIX_909048049" />
   <CARDNAME text="MYR_MATRIX" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Myr Matrix]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Matrice à myrs]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Matriz myr]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Myr-Matrix]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Matrice di Myr]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[マイアのマトリックス]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Myr Matrix]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Myr Matrix]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Matriz de Myrs]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909048049" />
   <ARTID value="909048049" />
   <ARTIST name="Mark Tedin" />
   <CASTING_COST cost="{5}" />
   <TYPE metaname="Artifact" />
   <EXPANSION value="DST" />
   <RARITY metaname="R" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Indestructible]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Indestructible]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Unzerstörbar]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Indistruttibile]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[破壊不能]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[무적]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Неразрушимость]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Indestrutível]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_INDESTRUCTIBLE" />
   </STATIC_ABILITY>
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Myr creatures get +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tous les myrs gagnent +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Todos los myr obtienen +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Alle Myr erhalten +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le creature Myr prendono +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[すべてのマイアは+1/+1の修正を受ける。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Myr creatures get +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Myr creatures get +1/+1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Todos os Myrs recebem +1/+1.]]></LOCALISED_TEXT>
      <CONTINUOUS_ACTION layer="7C">
   local filter = ClearFilter()
   filter:Add(FE_SUBTYPE, OP_IS, CREATURE_TYPE_MYR)
   if FilteredCard() ~= nil then
      characteristics = FilteredCard():GetCurrentcharacteristics()
      characteristics:Power_Add(1)
      characteristics:Toughness_Add(1)
   end
   </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{5}: Put a 1/1 colorless Myr artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{5} : Mettez en jeu un jeton de créature-artefact 1/1 Myr.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{5}: Pon en juego una ficha de criatura myr artefacto 1/1.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{5}: Bringe einen 1/1 Myr-Artefaktkreaturspielstein ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{5}: Metti sul campo di battaglia una pedina creatura artefatto Myr 1/1 incolore.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{5}:1/1のマイア・アーティファクト・クリーチャー・トークンを1個場に出す。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{5}: Put a 1/1 colorless Myr artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{5}: Put a 1/1 colorless Myr artifact creature token onto the battlefield.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{5}: Coloque em jogo uma ficha de criatura artefato 1/1 do tipo Myr.]]></LOCALISED_TEXT>
      <COST mana_cost="{5}" type="Mana" />
      <RESOLUTION_TIME_ACTION>
    MTG():PutTokensOntoBattlefield( "TOKEN_MYR_1_1_C_909004", 1, EffectController() )
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <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" />
   </ACTIVATED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="TOKEN_MYR_1_1_C_909004" />
   <HELP title="MORE_INFO_BADGE_TITLE_8" body="MORE_INFO_BADGE_BODY_8" zone="ZONE_ANY" />
</CARD_V2>
Memnarch - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="MEMNARCH_909220532" />
   <CARDNAME text="MEMNARCH" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Memnarch]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Memnarch]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909220532" />
   <ARTID value="909220532" />
   <ARTIST name="Carl Critchlow" />
   <CASTING_COST cost="{7}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[In the blur between metal and flesh, Memnarch found madness.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Wizard" />
   <EXPANSION value="ARC" />
   <RARITY metaname="R" />
   <POWER value="4" />
   <TOUGHNESS value="5" />
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}{U}: Il permanente bersaglio diventa un artefatto in aggiunta ai propri altri tipi.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}{U}: Target permanent becomes an artifact in addition to its other types.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{U}{U}" type="Mana" />
      <TARGET tag="CARD_QUERY_CHOOSE_PERMANENT" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
   local filter = ClearFilter()
   filter:Add(FE_IS_PERMANENT, true)
   </TARGET_DEFINITION>
      <CONTINUOUS_ACTION layer="4">
    local target = EffectSource():GetTargets(0):Get_CardPtr()
    if target ~= nil then
       local characteristics = target:GetCurrentCharacteristics()
       local type = characteristics:Type_GetWritable()
       subtype:Add( CARD_TYPE_ARTIFACT )
    end
    </CONTINUOUS_ACTION>
   </ACTIVATED_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{3}{U}: Prendi il controllo di un artefatto bersaglio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{3}{U}: Gain control of target artifact.]]></LOCALISED_TEXT>
      <COST mana_cost="{3}{U}" type="MANA" />
      <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT" definition="1" compartment="1" count="1" />
      <TARGET_DEFINITION id="1">
    local filter = ClearFilter()
    filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    </TARGET_DEFINITION>
      <CONTINUOUS_ACTION layer="2">
    local target = EffectDC():Get_Targets(1):Get_CardPtr(0)
    if target ~= nil then
       target:SetController(EffectController())
    end
    </CONTINUOUS_ACTION>
   </ACTIVATED_ABILITY>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   <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>
Darksteel Forge - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="DARKSTEEL_FORGE_909370734" />
   <CARDNAME text="DARKSTEEL_FORGE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Darksteel Forge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Forge de sombracier]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fragua de acero oscuro]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Nachtstahl-Schmiede]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Forgia di Darksteel]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[ダークスティールの溶鉱炉]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[흑철 용광로]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Кузница Темной Стали]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Forja de Aço Negro]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909370734" />
   <ARTID value="909370734" />
   <ARTIST name="Martina Pilcerova" />
   <CASTING_COST cost="{9}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“It is as if this world has been expecting our blessings.”
Elesh Norn, Grand Cenobite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« C’est à croire que ce monde attendait nos bénédictions. »
Elesh Norn, Grand Cénobite]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Diríase que este mundo ha estado esperando nuestras bendiciones.”
—Elesh Norn, Gran Cenobita]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Es ist, als hätte diese Welt unseren Segen erwartet.”
—Elesh Norn, Hohe Zönobitin]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“È come se questo mondo fosse in attesa delle nostre benedizioni.”
—Elesh Norn, Grande Cenobita]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「まるでこの世界が我々の祝福を待ち望んでいたかのようではないですか。」
――大修道士、エリシュ・ノーン]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“이 세계가 우리의 축복을 기다리고 있었던 듯 하군.”
—궁극의 수도자 엘레쉬 노른]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Кажется, мир давно ждал нашего благословения».— Элиш Норн, Великая Инокиня]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“É como se este mundo estivesse esperando nossas bênçãos.”
— Elesh Norn, Cenobita-Mor]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <EXPANSION value="M14" />
   <RARITY metaname="M" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Artifacts you control have indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les artefacts que vous contrôlez ont l’indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los artefactos que controlas tienen la habilidad de indestructible.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Artefakte, die du kontrollierst, haben Unzerstörbarkeit.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Gli artefatti che controlli sono indistruttibili.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールするアーティファクトは破壊不能を持つ。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 마법물체들은 무적 능력을 얻는다.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Артефакты под вашим контролем имеют Неразрушимость.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Os artefatos que você controla têm indestrutível.]]></LOCALISED_TEXT>
      <FILTER filter_id="0">
   local filter = ClearFilter()
   filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
   filter:ADD(FE_CONTROLLER, OP_IS, EffectController())
   </FILTER>
      <CONTINUOUS_ACTION layer="6">
   if FilteredCard() ~= nil then
      FilteredCard():GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_INDESTRUCTIBLE, 1 )
   end
   </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
</CARD_V2>
Academy Ruins - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="ACADEMY_RUINS_909370424" />
   <CARDNAME text="ACADEMY_RUINS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Academy Ruins]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909370424" />
   <ARTID value="909370424" />
   <ARTIST name="Zoltan Boros &amp; Gabor Szikszai" />
   <CASTING_COST cost="" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Its secrets once wrought the greatest artifice ever known. Now crabs loot the rubble to decorate their shells.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <SUPERTYPE metaname="Legendary" />
   <TYPE metaname="Land" />
   <EXPANSION value="MMA" />
   <RARITY metaname="R" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
      <CONTINUOUS_ACTION layer="6">
    if EffectSource() ~= nil then
      local colour = NotHaveColourInGame(0, 0)
      EffectSource():GetCurrentCharacteristics():GrantAbility(colour)
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{1}{U}, {T}: Metti una carta artefatto bersaglio dal tuo cimitero in cima al tuo grimorio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{1}{U}, {T}: Put target artifact card from your graveyard on top of your library.]]></LOCALISED_TEXT>
      <COST mana_cost="{1}{U}" type="Mana" />
      <COST type="TapSelf" />
      <TARGET tag="CARD_QUERY_CHOOSE_ARTIFACT_PUT_ON_DECK" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:SetZone( ZONE_GRAVEYARD, EffectController() )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       target:PutOnTopOfLibrary()
    end 
    </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY type="in_response" />
      <AI_AVAILABILITY window_step="end_of_turn" 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" />
   </ACTIVATED_ABILITY>
   <MANA_ABILITY resource_id="0">
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="1">
      <PRODUCES amount="{W}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="2">
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="4">
      <PRODUCES amount="{R}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
</CARD_V2>
Sphinx Summoner - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="SPHINX_SUMMONER_909189079" />
   <CARDNAME text="SPHINX_SUMMONER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sphinx Summoner]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Invocatrice sphinge]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esfinge invocadora]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Beschwörer-Sphinx]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sfinge Evocatrice]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スフィンクスの召喚士]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sphinx Summoner]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сфинкс-Призыватель]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Invocador de Esfinge]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909189079" />
   <ARTID value="909189079" />
   <ARTIST name="Jaime Jones" />
   <CASTING_COST cost="{3}{U}{B}" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Sphinx" />
   <EXPANSION value="CON" />
   <RARITY metaname="R" />
   <POWER value="3" />
   <TOUGHNESS value="3" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Sphinx Summoner enters the battlefield, you may search your library for an artifact creature card, reveal it, and put it into your hand. If you do, shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand l’Invocatrice sphinge arrive en jeu, vous pouvez chercher dans votre bibliothèque une carte de créature-artefact, la révéler et la mettre dans votre main. Si vous faites ainsi, mélangez votre bibliothèque.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Esfinge invocadora entre en juego, puedes buscar en tu biblioteca una carta de criatura artefacto, mostrarla y ponerla en tu mano. Si lo haces, baraja tu biblioteca.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Beschwörer-Sphinx ins Spiel kommt, kannst du deine Bibliothek nach einer Artefaktkreaturenkarte durchsuchen, sie offen vorzeigen und auf deine Hand nehmen. Falls du dies tust, mische danach deine Bibliothek.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Sfinge Evocatrice entra nel campo di battaglia, puoi passare in rassegna il tuo grimorio per una carta creatura artefatto, rivelarla e aggiungerla alla tua mano. Se lo fai, rimescola il tuo grimorio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スフィンクスの召喚士が場に出たとき、あなたは自分のライブラリーからアーティファクト・クリーチャー・カードを1枚探してもよい。そうしたなら、公開してあなたの手札に加える。 そうした場合、あなたのライブラリーを切り直す。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Sphinx Summoner enters the battlefield, you may search your library for an artifact creature card, reveal it, and put it into your hand. If you do, shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Когда Сфинкс-Призыватель входит в игру, вы можете найти в вашей библиотеке карту артефактного существа, показать ее и положить в вашу руку. Если вы это делаете, перетасуйте вашу библиотеку.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Quando Invocador de Esfinge entra em jogo, você pode procurar em seu grimório um card de criatura artefato, revelá-lo e colocá-lo em sua mão. Se fizer isso, embaralhe seu grimório.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:SetZone( ZONE_LIBRARY, effectController )
    effectController:ChooseItem( "CARD_QUERY_CHOOSE_CARD_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:GuidedReveal( target:GetZone(), ZONE_HAND )
    end 
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:PutInHand()
    end 
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
      <MAY />
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" 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 ran out of room...
Last edited by Xander9009 on 12 Jul 2013, 02:53, edited 15 times in total.
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Re: Formal Request Thread

Postby kevlahnota » 11 Jul 2013, 02:10

Sundering Titan:

  • 12/1/2004: Sundering Titan's two abilities aren't targeted. When one of the abilities resolves, the Titan's controller must choose one land for each basic land type (Plains, Island, Swamp, Mountain, and Forest).
  • 12/1/2004: If one of the basic land types isn't present, it isn't chosen. If the only land of a certain type is one you control, you must choose it.
  • 12/1/2004: If a land has more than one basic land type, it can be chosen more than once.
  • 12/1/2004: All the chosen lands are destroyed simultaneously.

So you don't need <TARGET> tags, you put them inside <RESOLUTION_TIME_ACTION>.

Can you try this:

Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Titano Frantumatore entra o lascia il campo di battaglia, scegli una terra di ciascun tipo di terra base, poi distruggi quelle terre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
    <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_PLAINS )
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_PLAINS_TO_DESTROY" )
    end
       
    effectController:ChooseItems( EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_ISLAND )
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_ISLAND_TO_DESTROY" )
    end
       
    effectController:ChooseItems( EffectDC():Make_Targets(1) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_SWAMP_TO_DESTROY" )
    end
       
    effectController:ChooseItems( EffectDC():Make_Targets(2) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_MOUNTAIN )
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_MOUNTAIN_TO_DESTROY" )
    end
       
    effectController:ChooseItems( EffectDC():Make_Targets(3) )
    </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_FOREST )
    effectController:SetItemCount( 1 )
    for i = 0, (1-1) do
       effectController:SetItemPrompt(i, "CARD_QUERY_CHOOSE_LAND_FOREST_TO_DESTROY" )
    end
       
    effectController:ChooseItems( EffectDC():Make_Targets(4) )
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
     local target_array = {}   
      for i=0,4 do   
      target_array[i] = EffectDC():Get_Targets(i):Get_NthCardPtr(0) 
      end   
      for i=0,4 do   
      if target_array[i] ~= nil then
         target_array[i]:Destroy()
      end 
      end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
Xander9009 wrote:I've got two cards that won't work properly. I only know the reason for one. The one hose reason I know is Sundering Titan which won't trigger. I think the reason is that it requires each target to be present, which means it'll only trigger when all 5 types of basic land are on the battlefield. How can I make it work when lands are missing (since it's fairly rare that all 5 types are present unless it's a 4 player game)? Current code for the ability.

Sundering Titan | Open
Code: Select all
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando il Titano Frantumatore entra o lascia il campo di battaglia, scegli una terra di ciascun tipo di terra base, poi distruggi quelle terre.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Sundering Titan enters the battlefield or leaves the battlefield, choose a land of each basic land type, then destroy those lands.]]></LOCALISED_TEXT>
   <TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
   <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_ANY" from_zone="ZONE_BATTLEFIELD" />
   <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="0" compartment="0" count="1" />
   <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="1" compartment="1" count="1" />
   <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="2" compartment="2" count="1" />
   <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="3" compartment="3" count="1" />
   <TARGET tag="CARD_QUERY_CHOOSE_LAND_TO_DESTROY" definition="4" compartment="4" count="1" />
   <TARGET_DEFINITION id="0">
   local filter = ClearFilter()
   filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_PLAINS )
   </TARGET_DEFINITION>
   <TARGET_DEFINITION id="1">
   local filter = ClearFilter()
   filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_ISLAND )
   </TARGET_DEFINITION>
   <TARGET_DEFINITION id="2">
   local filter = ClearFilter()
   filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_SWAMP )
   </TARGET_DEFINITION>
   <TARGET_DEFINITION id="3">
   local filter = ClearFilter()
   filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_MOUNTAIN )
   </TARGET_DEFINITION>
   <TARGET_DEFINITION id="4">
   local filter = ClearFilter()
   filter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_FOREST )
   </TARGET_DEFINITION>
   <RESOLUTION_TIME_ACTION>
   local targetA = EffectDC():Get_Targets(0):Get_CardPtr(0)
    local targetB = EffectDC():Get_Targets(1):Get_CardPtr(0)
   local targetC = EffectDC():Get_Targets(2):Get_CardPtr(0)
    local targetD = EffectDC():Get_Targets(3):Get_CardPtr(0)
   local targetE = EffectDC():Get_Targets(4):Get_CardPtr(0)
   if targetA ~= nil then
      targetA:Destroy()
   end
   if targetB ~= nil then
      targetB:Destroy()
   end
   if targetC ~= nil then
      targetC:Destroy()
   end
   if targetD ~= nil then
      targetD:Destroy()
   end
   if targetE ~= nil then
      targetE:Destroy()
   end
   </RESOLUTION_TIME_ACTION>
   <AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ENEMY_ONLY" />
   <AI_SIMPLIFIED_TARGETING compartment="1" hint="HINT_ENEMY_ONLY" />
   <AI_SIMPLIFIED_TARGETING compartment="2" hint="HINT_ENEMY_ONLY" />
   <AI_SIMPLIFIED_TARGETING compartment="3" hint="HINT_ENEMY_ONLY" />
   <AI_SIMPLIFIED_TARGETING compartment="4" hint="HINT_ENEMY_ONLY" />
  </TRIGGERED_ABILITY>
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 02:29

kevlahnota wrote:Sundering Titan:

  • 12/1/2004: Sundering Titan's two abilities aren't targeted. When one of the abilities resolves, the Titan's controller must choose one land for each basic land type (Plains, Island, Swamp, Mountain, and Forest).
  • 12/1/2004: If one of the basic land types isn't present, it isn't chosen. If the only land of a certain type is one you control, you must choose it.
  • 12/1/2004: If a land has more than one basic land type, it can be chosen more than once.
  • 12/1/2004: All the chosen lands are destroyed simultaneously.

So you don't need <TARGET> tags, you put them inside <RESOLUTION_TIME_ACTION>.

Can you try this:

[code...code]
Thanks. I didn't realize it wasn't supposed to be targeted. It works well. And that's the final one done for the deck :) If only it was possible for Cloudpost to work properly, I'd actually post it up.
Last edited by Xander9009 on 06 Aug 2013, 14:15, edited 1 time in total.
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Re: Formal Request Thread

Postby RiiakShiNal » 11 Jul 2013, 02:52

Xander9009 wrote:If only it was possible for Cloudpost to work properly, I'd actually post it up.
Well, if you have my Manual Mana Functions then it is possible, like this:
Cloudpost | Open
Code: Select all
<?xml version='1.0'?>
<CARD_V2>
   <FILENAME text="RSN_CLOUDPOST_49050" />
   <CARDNAME text="CLOUDPOST" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cloudpost]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Guet des nuages]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Atalaya en las nubes]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wolkenposten]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Torre delle Nubi]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[雲上の座]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Cloudpost]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Cloudpost]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Posto das Nuvens]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="49050" />
   <ARTID value="RSN49050" />
   <ARTIST name="Martina Pilcerova" />
   <CASTING_COST cost="" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“He watches from above. He watches from below. He watches from within.”
—Inscription on Tel-Jilad, the Tree of Tales]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Il observe depuis les hauteurs. Il observe depuis les profondeurs. Il observe depuis l’intérieur. »
—Inscription sur Tel-Jilad, l’Arbre des Récits]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Él observa desde lo alto. Él observa desde abajo. Él observa desde adentro.”
—Inscripción en Tel-Jilad, el Árbol de los cuentos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Er wacht von oben. Er wacht von unten. Er wacht von innen."
—Einkerbung im Tel-Jilad, dem Baum der Sagen]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Egli guarda dall’alto. Guarda da sotto. Guarda da dentro.”
— Iscrizione su Tel-Jilad, l’Albero dei Racconti]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[彼は上から見つめている。 彼は下から見つめている。 彼は中から見つめている。
――伝承の樹テル=ジラードの碑文]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“He watches from above. He watches from below. He watches from within.”
—Inscription on Tel-Jilad, the Tree of Tales]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“He watches from above. He watches from below. He watches from within.”
—Inscription on Tel-Jilad, the Tree of Tales]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Ele observa de cima. Ele observa de baixo. Ele observa de dentro.”
— Inscrição em Tel-Jilad, a Árvore dos Contos]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Land" />
   <SUB_TYPE metaname="Locus" />
   <EXPANSION value="MRD" />
   <RARITY metaname="C" />
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_TRANSITION">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cloudpost comes into play tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Le Guet des nuages arrive en jeu engagé.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[El Atalaya en las nubes entra en juego girado.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Der Wolkenposten kommt getappt ins Spiel.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La Torre delle Nubi entra in gioco TAPpata.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[雲上の座はタップ状態で場に出る。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Cloudpost comes into play tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Cloudpost comes into play tapped.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Posto das Nuvens entra em jogo virado.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         if (TriggerObject() ~= nil) then
            TriggerObject():Tap()
         end
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <ACTIVATED_ABILITY forced_skip="1">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool for each Locus in play.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T} : Ajoutez {1} à votre réserve de mana pour chaque site en jeu.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná por cada sitio en juego.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat für jeden Ort im Spiel um {1}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana per ogni Luogo in gioco.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに、場に出ている神座1つにつき{1}を加える。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: Add {1} to your mana pool for each Locus in play.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: Add {1} to your mana pool for each Locus in play.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adiciona {1} à sua reserva de mana para cada Local em jogo.]]></LOCALISED_TEXT>
      <COST type="TapSelf" />
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local oFilter = ClearFilter()
         oFilter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_LOCUS )
         local nLoci = oFilter:Count()
         RSN_Produce( "{1}", nLoci )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{1}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               local oFilter = ClearFilter()
               oFilter:Add( FE_SUBTYPE, OP_IS, LAND_TYPE_LOCUS )
               local nLoci = oFilter:Count()
               if (nLoci &gt; 10) then
                  nLoci = 10
               end
               oCharacteristics:GrantAbility( nLoci )
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="1">
      <COST type="TapSelf" />
      <PRODUCES amount="{1}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{2}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <COST type="TapSelf" />
      <PRODUCES amount="{3}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="4">
      <COST type="TapSelf" />
      <PRODUCES amount="{4}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <COST type="TapSelf" />
      <PRODUCES amount="{5}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="6">
      <COST type="TapSelf" />
      <PRODUCES amount="{6}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="7">
      <COST type="TapSelf" />
      <PRODUCES amount="{7}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="8">
      <COST type="TapSelf" />
      <PRODUCES amount="{8}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="9">
      <COST type="TapSelf" />
      <PRODUCES amount="{9}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="10">
      <COST type="TapSelf" />
      <PRODUCES amount="{10}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_C" />
</CARD_V2>
Granted if activated abilities are shut down on the card it will revert to using the regular MANA_ABILITY method (up to 10 Loci), but it's better than nothing.
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Re: Formal Request Thread

Postby damienx45 » 11 Jul 2013, 03:10

hey Xander i have the 2013 .xml versions of some of the artifact cards i requested if you think that would help.
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 03:15

I've got the entire decklist from 2013 extracted and sitting there should I need it. But I never modded for 2013, so I'm not very familiar with it. I decided not to use them since I'm just now learning (I only started programming cards a few days ago). I don't want to start mixing up how things were done in 2013 and how they're done in 2014.

-------

RiiakShiNal wrote:
Xander9009 wrote:If only it was possible for Cloudpost to work properly, I'd actually post it up.
Well, if you have my Manual Mana Functions then it is possible, like this:

[code...code]

Granted if activated abilities are shut down on the card it will revert to using the regular MANA_ABILITY method (up to 10 Loci), but it's better than nothing.
Cloudpost doesn't show up in game. It shows up in your Deck Editor, though. I got the ManualMana.wad and ObjectDC.wad files. I also grabbed the card and artwork wads just in case. Plus, I plan to use them, so there's that, too :) Do I need something else?
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Re: Formal Request Thread

Postby RiiakShiNal » 11 Jul 2013, 03:37

Xander9009 wrote:Cloudpost doesn't show up in game. It shows up in your Deck Editor, though. I got the ManualMana.wad and ObjectDC.wad files. I also grabbed the card and artwork wads just in case. Plus, I plan to use them, so there's that, too :) Do I need something else?
Did you name and save the file properly? The filename needs to be the same as the FILENAME in the card XML (plus .XML) so the filename should be "RSN_CLOUDPOST_49050.XML" also the file needs to be saved as UTF-8. If you saved the file using Notepad you should make sure that when you save it you are saving as UTF-8 and not ANSI (which is the default).

If the filename is not correct that could be why it is showing up in the Deck Builder, but not in-game. The Deck Builder doesn't care what the actual filename is (as long as it ends in .xml), it simply uses the FILENAME tag in the file, but the game needs the two to match.

For the Cloudpost I provided the only wads you should need are the ObjectDC and Manual Mana wads, the Cards and Artwork wads currently just add more cards (with artwork), though later I'll probably have some more functions, AI Personalities, text entries, etc....
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 04:26

RiiakShiNal wrote:Did you name and save the file properly? The filename needs to be the same as the FILENAME in the card XML (plus .XML) so the filename should be "RSN_CLOUDPOST_49050.XML" also the file needs to be saved as UTF-8. If you saved the file using Notepad you should make sure that when you save it you are saving as UTF-8 and not ANSI (which is the default).

If the filename is not correct that could be why it is showing up in the Deck Builder, but not in-game. The Deck Builder doesn't care what the actual filename is (as long as it ends in .xml), it simply uses the FILENAME tag in the file, but the game needs the two to match.

For the Cloudpost I provided the only wads you should need are the ObjectDC and Manual Mana wads, the Cards and Artwork wads currently just add more cards (with artwork), though later I'll probably have some more functions, AI Personalities, text entries, etc....
That did the trick. I'll have to keep in mind they must be the same. I've been naming them that way just because that's how the official cards were. I didn't realize it was actually necessary. And Cloudpost is working flawlessly, thank you. That leaves the only issue 'm aware of being Steel Hellkite only tracking damage to one opponent. But how often will he damage more than one opponent and have enough mana to do anything? lol
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Re: Formal Request Thread

Postby Master Necro » 11 Jul 2013, 06:12

I have a riddle for all of you people here. Why does my overgrown tomb work,

Code:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="OVERGROWN_TOMB_17253680" />
  <CARDNAME text="OVERGROWN_TOMB" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Overgrown Tomb]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17253680" />
  <ARTID value="627867" />
  <ARTIST name="Steven Belledin" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The best funeral shroud is the fabric of new life.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <SUB_TYPE metaname="Swamp" />
  <SUB_TYPE metaname="Forest" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY forced_skip="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|(|{T}|: Add| {B} |or| {G} |to your mana pool.)|]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_B" index="1" />
         <MODE tag="RSN_MODE_PRODUCE_G" index="2" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{B}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
         RSN_Produce( "{G}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{B}{G}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local nDefaultColour = COLOUR_BLACK
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               local nColour = RSN_GetLastProducedColour()
               if (nColour ~= COLOUR_COLOURLESS) then
                  oCharacteristics:GrantAbility( nColour )
               else
                  oCharacteristics:GrantAbility( nDefaultColour )
               end
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="3">
      <COST type="TapSelf" />
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="5">
      <COST type="TapSelf" />
      <PRODUCES amount="{G}" />
   </MANA_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_G" />
  <TRIGGERED_ABILITY replacement_query="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As Overgrown Tomb enters the battlefield, you may pay 2 life. If you don’t, Overgrown Tomb enters the battlefield tapped.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil and EffectController():CanPayResourceCost(2) then
       EffectController():BeginNewMultipleChoice()   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_2_LIFE" )   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )   
       EffectController():AskMultipleChoiceQuestion( "CARDS_QUERY_NEW_DUAL_LAND_ENTER" )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
      if EffectController():CanPayResourceCost(2) then
         local result = EffectController():GetMultipleChoiceResult()
         if result ~= 1 then
           EffectController():PayResourceCost(2)
         else
          TriggerObject():Tap()
          end
      else
        TriggerObject():Tap()
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <UTILITY_ABILITY resource_id="2">
    <COST type="Life" amount="2" />
  </UTILITY_ABILITY>
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
BUT my Watery grave does not?! It enters the battlefield tapped and doesn't ask for 2 life...

Code:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
  <FILENAME text="WATERY_GRAVE_17366335" />
  <CARDNAME text="WATERY_GRAVE" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Watery Grave]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17366335" />
  <ARTID value="627861" />
  <ARTIST name="Raymond Swanland" />
  <CASTING_COST cost="" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.”
Ral Zarek]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Land" />
  <SUB_TYPE metaname="Island" />
  <SUB_TYPE metaname="Swamp" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY forced_skip="1" linked_ability_group="1">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[|(|{T}|: Add| {U} |or| {B} |to your mana pool.)|]]></LOCALISED_TEXT>
    <COST type="TapSelf" />
      <MODE_SELECT tag="MODE_CHOOSE_ONE">
         <MODE tag="RSN_MODE_PRODUCE_U" index="1" />
         <MODE tag="RSN_MODE_PRODUCE_B" index="2" />
      </MODE_SELECT>
      <PLAY_TIME_ACTION>
         RSN_MarkManaAbilityStart()
      </PLAY_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="1">
         RSN_Produce( "{U}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION mode="2">
         RSN_Produce( "{B}", 1 )
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         RSN_EliminateExtraManaTokens()
         RSN_MarkManaAbilityEnd()
      </RESOLUTION_TIME_ACTION>
      <AI_AVAILABILITY window_step="upkeep" type="window" />
      <AI_AVAILABILITY window_step="main_1" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="begin_combat" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_attackers" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY window_step="declare_blockers" type="window" />
      <AI_AVAILABILITY window_step="main_2" window_turn="my_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" type="window" />
      <AI_AVAILABILITY window_step="end_of_turn" window_turn="their_turn" type="window" />
      <AI_AVAILABILITY type="in_response" response_source="1" response_target="1" />
      <AI_AVAILABILITY type="in_response" response_source="1" />
      <AI_AVAILABILITY type="in_response" response_target="1" />
   </ACTIVATED_ABILITY>
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         RSN_ClearCanProduceMana()
         RSN_MarkCanProduceMana( "{U}{B}" )
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="8">
         local nDefaultColour = COLOUR_BLUE
         local oCard = EffectSource()
         if (oCard ~= nil) then
            local oCharacteristics = oCard:GetCurrentCharacteristics()
            if (((oCharacteristics ~= nil) and (oCharacteristics:Bool_Get( CHARACTERISTIC_CANT_USE_ACTIVATED_ABILITIES ))) or
               (EffectController():GetCurrentCharacteristics():Bool_Get( PLAYER_CHARACTERISTIC_CANT_ACTIVATE_NONMANA_ABILITIES ))) then
               local nColour = RSN_GetLastProducedColour()
               if (nColour ~= COLOUR_COLOURLESS) then
                  oCharacteristics:GrantAbility( nColour )
               else
                  oCharacteristics:GrantAbility( nDefaultColour )
               end
            end
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY forced_skip="1" replacement_effect="1">
      <TRIGGER value="BEGINNING_OF_STEP" pre_trigger="1" />
      <RESOLUTION_TIME_ACTION>
         RSN_ClearProducedMana()
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <MANA_ABILITY resource_id="2">
      <COST type="TapSelf" />
      <PRODUCES amount="{U}" />
   </MANA_ABILITY>
   <MANA_ABILITY resource_id="3">
      <COST type="TapSelf" />
      <PRODUCES amount="{B}" />
   </MANA_ABILITY>
  <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_B" />
   <TOKEN_REGISTRATION reservation="1" type="RSN_TOKEN_MANA_U" />
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
  <TRIGGERED_ABILITY replacement_query="1" active_zone="ZONE_TRANSITION">
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As Watery Grave enters the battlefield, you may pay 2 life. If you don’t, Watery Grave enters the battlefield tapped.]]></LOCALISED_TEXT>
    <TRIGGER value="ZONECHANGE_TRANSITION" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" from_zone="ZONE_ANY" />
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil and EffectController():CanPayResourceCost(2) then
       EffectController():BeginNewMultipleChoice()   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_OPTION_PAY_2_LIFE" )   
       EffectController():AddMultipleChoiceAnswer( "CARD_QUERY_DO_NOTHING" )   
       EffectController():AskMultipleChoiceQuestion( "CARDS_QUERY_NEW_DUAL_LAND_ENTER" )
    end
    </RESOLUTION_TIME_ACTION>
    <RESOLUTION_TIME_ACTION>
    if TriggerObject() ~= nil then
      if EffectController():CanPayResourceCost(2) then
         local result = EffectController():GetMultipleChoiceResult()
         if result ~= 1 then
           EffectController():PayResourceCost(2)
         else
          TriggerObject():Tap()
          end
      else
        TriggerObject():Tap()
       end
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <UTILITY_ABILITY resource_id="2">
    <COST type="Life" amount="2" />
  </UTILITY_ABILITY>
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
This is very frustrating please help.
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 06:31

Master Necro wrote:I have a riddle for all of you people here. Why does my overgrown tomb work,

Code:

[code...code]

BUT my Watery grave does not?! It enters the battlefield tapped and doesn't ask for 2 life...

Code:

[code...code]

This is very frustrating please help.
The only thing I see that I would try changing is that while in the Overgrown Tomb, the resource ids for the mana abilities are 3 and 5, while the utility resource id is 2. In the Watery Grave, the mana ids are 2 and 3, and the utility id is 2. That might cause a problem since they're both cost/cost-fulfillment type abilities. Try changing the utility resource_id on the watery grave to something else that isn't used (and the reference to it). Don't know if it will help, but it's what I would try.
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Re: Formal Request Thread

Postby Master Necro » 11 Jul 2013, 06:46

Xander9009 wrote:
Master Necro wrote:I have a riddle for all of you people here. Why does my overgrown tomb work,

Code:

[code...code]

BUT my Watery grave does not?! It enters the battlefield tapped and doesn't ask for 2 life...

Code:

[code...code]

This is very frustrating please help.
The only thing I see that I would try changing is that while in the Overgrown Tomb, the resource ids for the mana abilities are 3 and 5, while the utility resource id is 2. In the Watery Grave, the mana ids are 2 and 3, and the utility id is 2. That might cause a problem since they're both cost/cost-fulfillment type abilities. Try changing the utility resource_id on the watery grave to something else that isn't used (and the reference to it). Don't know if it will help, but it's what I would try.
:shock: :shock: :shock: It actually worked. :shock: :shock: :lol:

One more thing thou I thought I fixed it but I didn't the Bloodletter Quill second ability does not work, it does not remove the counters:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="20">
  <FILENAME text="BLOODLETTER_QUILL_1783928" />
  <CARDNAME text="BLOODLETTER_QUILL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="1783928" />
  <ARTID value="A83928" />
  <ARTIST name="Dan Scott" />
  <CASTING_COST cost="{3}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
   <COUNTER_REGISTRATION name="Blood" proliferate="11" />
   <COST type="Mana" mana_cost="{2}" />
   <COST type="TapSelf" />
   <COST type="generic">
      <PREREQUISITE>
      return true
      </PREREQUISITE>
     
      <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         EffectSource():AddCounters( MTG():GetCountersType("Blood"), 1 )
      end
      </RESOLUTION_TIME_ACTION>
    </COST>
   <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   if EffectController() ~= nil then
      EffectController():LoseLife( EffectSource():CountCounters(MTG():GetCountersType("Blood")) )
   end 
   </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Blood" proliferate="11" />
    <COST type="Mana" mana_cost="{U}{B}" />
   <RESOLUTION_TIME_ACTION>
    if EffectController() == nil then
       EffectSource():RemoveCounters( MTG():GetCountersType("Blood"), 1)
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <AI_COUNTER_SCORE type="Blood" score="100" max_counters="15" />
  <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 07:01

Master Necro wrote:One more thing thou I thought I fixed it but I didn't the Bloodletter Quill second ability does not work, it does not remove the counters:

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="20">
  <FILENAME text="BLOODLETTER_QUILL_1783928" />
  <CARDNAME text="BLOODLETTER_QUILL" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Bloodletter Quill]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="1783928" />
  <ARTID value="A83928" />
  <ARTIST name="Dan Scott" />
  <CASTING_COST cost="{3}" />
  <TYPE metaname="Artifact" />
  <EXPANSION value="DPI" />
  <RARITY metaname="R" />
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{2} , {T} , Put a blood counter on Bloodletter Quill: Draw a card, then lose 1 life for each blood counter on Bloodletter Quill.]]></LOCALISED_TEXT>
   <COUNTER_REGISTRATION name="Blood" proliferate="11" />
   <COST type="Mana" mana_cost="{2}" />
   <COST type="TapSelf" />
   <COST type="generic">
      <PREREQUISITE>
      return true
      </PREREQUISITE>
     
      <RESOLUTION_TIME_ACTION>
      if EffectSource() ~= nil then
         EffectSource():AddCounters( MTG():GetCountersType("Blood"), 1 )
      end
      </RESOLUTION_TIME_ACTION>
    </COST>
   <RESOLUTION_TIME_ACTION>
    EffectController():DrawCards(1)
   </RESOLUTION_TIME_ACTION>
   <RESOLUTION_TIME_ACTION>
   if EffectController() ~= nil then
      EffectController():LoseLife( EffectSource():CountCounters(MTG():GetCountersType("Blood")) )
   end 
   </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <ACTIVATED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{U} {B} : Remove a blood counter from Bloodletter Quill.]]></LOCALISED_TEXT>
    <COUNTER_REGISTRATION name="Blood" proliferate="11" />
    <COST type="Mana" mana_cost="{U}{B}" />
   <RESOLUTION_TIME_ACTION>
    if EffectController() == nil then
       EffectSource():RemoveCounters( MTG():GetCountersType("Blood"), 1)
    end
    </RESOLUTION_TIME_ACTION>
  </ACTIVATED_ABILITY>
  <AI_COUNTER_SCORE type="Blood" score="100" max_counters="15" />
  <AI_BASE_SCORE score="300" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
In the resolution time action, it says "if EffectController() == nil then". First, "EffectController()" should be "EffectSource()". It doesn't matter if the effect controller is valid, it only matters if the effect source (the card) is still there. That won't make the card work though, but it's what it's supposed to say, so go ahead and change that. The reason it's not working is because == should be ~=.

So, try replacing
Code: Select all
if EffectController() == nil then
with
Code: Select all
if EffectSource() ~= nil then
Again, it's the changing of == to ~= that should make the card work, but checking the source rather than the controller is also important.
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Re: Formal Request Thread

Postby Master Necro » 11 Jul 2013, 07:12

@ Xander9009: Works Great now. :)
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Re: Formal Request Thread

Postby Xander9009 » 11 Jul 2013, 07:28

Sphinx Sovereign - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="SPHINX_SOVEREIGN_909175107" />
   <CARDNAME text="SPHINX_SOVEREIGN" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Sphinx Sovereign]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Souveraine sphinxiale]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esfinge soberana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Sphinx-Souverän]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sfinge Sovrana]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[スフィンクスの君主]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Sphinx Sovereign]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Сфинкс-Владыка]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Soberano da Esfinge]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909175107" />
   <ARTID value="909175107" />
   <ARTIST name="Chippy" />
   <CASTING_COST cost="{4}{W}{U}{U}{B}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“What rises without legs, whispers without a voice, bites without teeth, and dies without having life?”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Qu’est-ce qui se lève sans jambes, murmure sans voix, mord sans dent et meurt sans avoir jamais vécu ? »]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“¿Qué se levanta sin piernas, susurra sin voz, muerde sin dientes y muere sin tener vida?”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Was bläst ohne Mund, flüstert ohne Stimme, beißt ohne Zähne und legt sich, ohne je gestanden zu haben?”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Cosa si alza senza gambe, mormora senza voce, sferza senza frusta e muore senza essere vivo?”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「足無くて立ち、曲無くて舞い、刃無くて切り、生無くて死すものは何か?」]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“What rises without legs, whispers without a voice, bites without teeth, and dies without having life?”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Что поднимается, но не на ноги, шепчет, но без голоса, кусает, но без зубов, и умирает, не родившись?»]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“O que se levanta sem ter pés, sussurra sem ter voz, arranca sem ter braços e morre sem ter vida?”]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Sphinx" />
   <EXPANSION value="ALA" />
   <RARITY metaname="M" />
   <POWER value="6" />
   <TOUGHNESS value="6" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your end step, you gain 3 life if Sphinx Sovereign is untapped. Otherwise, each opponent loses 3 life.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[À la fin de votre tour, vous gagnez 3 points de vie si la Souveraine sphinxiale est dégagée. Sinon, chaque adversaire perd 3 points de vie.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al final de tu turno, ganas 3 vidas si la Esfinge soberana está enderezada. De lo contrario, cada oponente pierde 3 vidas.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Du erhältst am Ende deines Zuges 3 Lebenspunkte dazu, falls der Sphinx-Souverän ungetappt ist. Sonst verliert jeder Gegner 3 Lebenspunkte.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio della tua sottofase finale, guadagni 3 punti vita se la Sfinge Sovrana è STAPpata. Altrimenti, ogni avversario perde 3 punti vita.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのターンの終了時に、スフィンクスの君主がアンタップ状態ならあなたは3点のライフを得る。 そうでない場合、各対戦相手はそれぞれ3点のライフを失う。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of your end step, you gain 3 life if Sphinx Sovereign is untapped. Otherwise, each opponent loses 3 life.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В конце вашего хода вы получаете 3 жизни, если Сфинкс-Владыка не повернут. В противном случае каждый оппонент теряет 3 жизни.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No final de seu turno, você ganhará 3 pontos de vida se Soberano da Esfinge estiver desvirado. Do contrário, cada oponente perde 3 pontos de vida.]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller" to_zone="ZONE_ANY" from_zone="ZONE_ANY">
    return MTG():GetStep() == STEP_END_OF_TURN
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
   if EffectSource() ~= nil then
      if EffectSourceLKI():IsTapped() == false then
         EffectController():GainLife(3)
      else
         local number = MTG():GetNumberOfPlayers()
         for i = 0, (number-1) do
            local player = MTG():GetNthPlayer(i)
            if player:GetTeam() ~= effectController:GetTeam() then
               player:LoseLife( 3 )
            end
         end
      end
   end
   </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" 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>
Enigma Sphinx - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="ENIGMA_SPHINX_909271169" />
   <CARDNAME text="ENIGMA_SPHINX" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enigma Sphinx]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Sphinx du logogriphe]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Esfinge del enigma]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Rätsel-Sphinx]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Sfinge degli Enigmi]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[謎のスフィンクス]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Enigma Sphinx]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Enigma Sphinx]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Enigma Sphinx]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909271169" />
   <ARTID value="909271169" />
   <ARTIST name="Chris Rahn" />
   <CASTING_COST cost="{4}{W}{U}{B}" />
   <TYPE metaname="Artifact" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Sphinx" />
   <EXPANSION value="PC2" />
   <RARITY metaname="R" />
   <POWER value="5" />
   <TOUGHNESS value="4" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vol]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vuela.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Fliegend]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Volare]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[飛行]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[비행]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Полет]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Voar]]></LOCALISED_TEXT>
      <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Quand le Sphinx du logogriphe est mis dans votre cimetière depuis le champ de bataille, mettez-le en troisième position au-dessus de votre bibliothèque.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cuando la Esfinge del enigma vaya a tu cementerio desde el campo de batalla, ponla en la parte superior tu biblioteca en tercer lugar.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wenn die Rätsel-Sphinx aus dem Spiel auf den Friedhof gelegt wird, lege sie als dritte Karte von oben in deine Bibliothek.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Quando la Sfinge degli Enigmi viene messa nel tuo cimitero dal campo di battaglia, mettila come terza carta dalla cima del tuo grimorio.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[謎のスフィンクスが戦場からあなたの墓地に置かれたとき、それをあなたのライブラリーの一番上から3枚目に置く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[When Enigma Sphinx is put into your graveyard from the battlefield, put it into your library third from the top.]]></LOCALISED_TEXT>
      <TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="self" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
   EffectDC():Protect_CardPtr(COMPARTMENT_ID_EFFECT_SOURCE)
    return true
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
   if EffectSource() ~= nil then
      EffectSource():PutInLibrary(3)
   end
   </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TRIGGERED_ABILITY active_zone="ZONE_STACK">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Cascade]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Cascade]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Cascada.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kaskade]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Cascata]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[続唱]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[연쇄]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Каскад]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Cascata]]></LOCALISED_TEXT>
      <SFX text="GLOBAL_SHAPING_PLAY" />
      <TRIGGER value="SPELL_PLAYED" simple_qualifier="self" />
      <RESOLUTION_TIME_ACTION>
    local cardsInLibrary = EffectController():Library_Count()
    local cascadeDC = EffectDC():Make_Chest(0)
    local triggerObjectCMC = TriggerObjectLKI():GetConvertedManaCost()
    for i = 0, (cardsInLibrary-1) do
       local card = EffectController():Library_GetNth(0)
       if card ~= nil then
          cascadeDC:Set_CardPtr(i, card)
          cascadeDC:Protect_CardPtr(i)
          card:Reveal()
          card:Exile()      
          if (card:GetConvertedManaCost() &lt; triggerObjectCMC) and (card:GetCardType():Test(CARD_TYPE_LAND) == false) then
             EffectDC():Set_CardPtr(1, card)
             EffectDC():Protect_CardPtr(1)
             break
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local effectController = EffectController()
    local cascadedCard = EffectDC():Get_CardPtr(1)
    if cascadedCard ~= nil then
       if effectController ~= nil then
          effectController:BeginNewMultipleChoice()   
          effectController:AddMultipleChoiceAnswer( "CARD_QUERY_DJINN_OF_WISHED_CAST_CARD_WITH_PYING_ITS_MANA_COST", effectController:CanCastSpellForFree( cascadedCard) )   
          effectController:AddMultipleChoiceAnswer( "CARD_QUERY_CASCADE_DO_NOT_CAST" )   
          effectController:AskMultipleChoiceQuestion( "CARD_QUERY_MC_CAST_THIS_SPELL", cascadedCard )
       end
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local result = TriggerPlayer():GetMultipleChoiceResult()
    local cascadedCard = EffectDC():Get_CardPtr(1)
    if cascadedCard ~= nil then
       if result == 0 then
          EffectController():CastSpellForFree(cascadedCard)
       end
    end
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local cascadeDC = EffectDC():Get_Chest(0)
    if cascadeDC ~= nil then
       local cascadeNumCards = cascadeDC:Count()
       for i=0,cascadeNumCards-1 do
          local card = cascadeDC:Remove_RandomCardPtr()
          if card ~= nil then
             card:PutOnBottomOfLibrary()
          else
             break
          end
       end
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" 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>
Howling Mine - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="HOWLING_MINE_909247316" />
   <CARDNAME text="HOWLING_MINE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Howling Mine]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Mine rugissante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Mina aullante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Verborgenes Wissen]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Miniera Ululante]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[吠えたける鉱山]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Howling Mine]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Howling Mine]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Howling Mine]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909247316" />
   <ARTID value="909247316" />
   <ARTIST name="Ralph Horsley" />
   <CASTING_COST cost="{2}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The mine’s riches never end, nor do the moans of the spirits doomed to haunt them.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Les richesses de la mine sont infinies, comme les gémissements des âmes maudites qui la hantent.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Las riquezas de la mina nunca se acaban, ni los lamentos de los espíritus condenados en ella.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die Reichtümer der Mine nehmen nie ab, ebenso wie das Stöhnen der Verdammten, die in ihr spuken.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Le ricchezze della miniera non finiscono mai, né hanno fine i lamenti degli spiriti condannati a infestarla.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[鉱山の資源も、そこに囚われた霊の嘆きも絶えることはない。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[The mine’s riches never end, nor do the moans of the spirits doomed to haunt them.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[The mine’s riches never end, nor do the moans of the spirits doomed to haunt them.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[The mine’s riches never end, nor do the moans of the spirits doomed to haunt them.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <EXPANSION value="CMD" />
   <RARITY metaname="R" />
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de l’étape de pioche de chaque joueur, si la Mine rugissante est dégagée, ce joueur pioche une carte supplémentaire.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al inicio del paso de robar de cada jugador, si la Mina aullante está enderezada, ese jugador roba una carta adicional.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn des Ziehsegments jedes Spielers zieht dieser Spieler eine zusätzliche Karte, falls das Verborgene Wissen nicht getappt ist.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio dell’acquisizione di ogni giocatore, se la Miniera Ululante è STAPpata, quel giocatore pesca una carta addizionale.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各プレイヤーのドロー・ステップの開始時に、吠えたける鉱山がアンタップ状態である場合、そのプレイヤーはカードを追加で1枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card.]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
    return (MTG():GetStep() == STEP_DRAW)
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    if TriggerPlayer() ~= nil then   
       TriggerPlayer():DrawCards(1)
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
</CARD_V2>
Loxodon Warhammer - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="LOXODON_WARHAMMER_909243448" />
   <CARDNAME text="LOXODON_WARHAMMER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Loxodon Warhammer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Marteau de guerre loxodon]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Martillo de guerra loxodón]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Loxodon-Kriegshammer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Martello da Guerra Lossodonte]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Loxodon Warhammer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Loxodon Warhammer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Loxodon Warhammer]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Loxodon Warhammer]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909243448" />
   <ARTID value="909243448" />
   <ARTIST name="Terese Nielsen" />
   <CASTING_COST cost="{3}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Tusks to splinter skulls. Steel to shatter scale.”
—Warhammer inscription]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Des défenses pour fendre les crânes. De l’acier pour fracasser les écailles. »
—Inscription de marteau de guerre]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Colmillos para partir cráneos. Acero para partir escamas.”
—Inscripción en el martillo de guerra]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Stoßzähne, um Schädel zu spalten. Stahl, um Rüstungen zu zersplittern.”
—Gravur des Kriegshammers]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Zanne per frantumare teschi. Acciaio per fracassare scaglie.”
—Iscrizione sul martello da guerra]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“Tusks to splinter skulls. Steel to shatter scale.”
—Warhammer inscription]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“Tusks to splinter skulls. Steel to shatter scale.”
—Warhammer inscription]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“Tusks to splinter skulls. Steel to shatter scale.”
—Warhammer inscription]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Tusks to splinter skulls. Steel to shatter scale.”
—Warhammer inscription]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <SUB_TYPE metaname="Equipment" />
   <EXPANSION value="DDG" />
   <RARITY metaname="R" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equipped creature gets +3/+0 and has trample and lifelink.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[La créature équipée gagne +3/+0 et a le piétinement et le lien de vie.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[La criatura equipada obtiene +3/+0 y tiene las habilidades de arrollar y vínculo vital.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Die ausgerüstete Kreatur erhält +3/+0, hat Lebensverknüpfung und verursacht Trampelschaden.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[La creatura equipaggiata prende +3/+0 e ha travolgere e legame vitale.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Equipped creature gets +3/+0 and has trample and lifelink.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equipped creature gets +3/+0 and has trample and lifelink.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Equipped creature gets +3/+0 and has trample and lifelink.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equipped creature gets +3/+0 and has trample and lifelink.]]></LOCALISED_TEXT>
      <CONTINUOUS_ACTION layer="7C">
    local parent = EffectSource():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Power_Add( 3 )
       parent:GetCurrentCharacteristics():Toughness_Add( 0 )
    end
    </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
    local parent = EffectSource():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_TRAMPLE, 1 )
    end
    </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="6">
    local parent = EffectSource():GetParent()
    if parent ~= nil then
       parent:GetCurrentCharacteristics():Bool_Set( CHARACTERISTIC_LIFELINK, 1 )
    end
    </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <ACTIVATED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Équipement {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Equipar {3}.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ausrüsten {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Equipaggiare {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Equip {3}]]></LOCALISED_TEXT>
      <COST mana_cost="{3}" type="Mana" />
      <AVAILABILITY sorcery_time="1" />
      <AI_AVAILABILITY type="restriction" restriction_type="equip" />
      <TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_EQUIP" definition="0" compartment="0" count="1" />
      <TARGET_DEFINITION id="0">
    local filter = ClearFilter()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
    filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </TARGET_DEFINITION>
      <RESOLUTION_TIME_ACTION>
    local target_card = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if (target_card ~= nil and EffectSource() ~= nil) then
       EffectSource():Attach( target_card )   
    end
    </RESOLUTION_TIME_ACTION>
      <AUTO_SKIP>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if target ~= nil then
       return false
    else
       return true
    end
    </AUTO_SKIP>
   </ACTIVATED_ABILITY>
</CARD_V2>
Font of Mythos - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="FONT_OF_MYTHOS_909189147" />
   <CARDNAME text="FONT_OF_MYTHOS" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Font of Mythos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Fontaine de Mythe]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Fuente de los mitos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Becken des Mythos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Fonte Mitologica]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[神話の水盤]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Font of Mythos]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Чаша Мифов]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Fonte dos Mitos]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909189147" />
   <ARTID value="909189147" />
   <ARTIST name="Dave Allsop" />
   <CASTING_COST cost="{4}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Those who drink from Malfegor’s cup are tainted with hunger and stained with lies.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Ceux qui boivent à la coupe de Malfégor sont corrompus par la faim et entachés par le mensonge.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Los que beben de la copa de Malfegor son marcados con mentiras e inundados de hambre.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Wer aus Malfegors Kelch trinkt, wird mit Hunger verdorben und mit Lügen befleckt.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Coloro che bevono dalla coppa di Malfegor diventano corrotti dalla fame e macchiati dalla falsità.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[マルフェゴールの杯から飲んだ者は、飢えに汚され、嘘に染められる。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Those who drink from Malfegor’s cup are tainted with hunger and stained with lies.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Тот, кто испил из чаши Малфегора, заражен голодом и запятнан ложью.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aqueles que bebem do cálice de Malfegor são contaminados pela fome e maculados com mentiras.]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Artifact" />
   <EXPANSION value="CON" />
   <RARITY metaname="R" />
   <TRIGGERED_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of each player’s draw step, that player draws two additional cards.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de l’étape de pioche de chaque joueur, ce joueur pioche deux cartes supplémentaires.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo del paso de robar de cada jugador, ese jugador roba dos cartas adicionales.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn des Ziehsegments jedes Spielers zieht dieser Spieler zwei zusätzliche Karten.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio dell’acquisizione di ogni giocatore, quel giocatore pesca due carte addizionali.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[各プレイヤーのドロー・ステップの開始時に、そのプレイヤーはカードを追加で2枚引く。]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[At the beginning of each player’s draw step, that player draws two additional cards.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале шага взятия карты каждого игрока тот игрок берет две дополнительные карты.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início da etapa de compra de cada jogador, aquele jogador compra dois cards adicionais.]]></LOCALISED_TEXT>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP">
    return (MTG():GetStep() == STEP_DRAW)
    </TRIGGER>
      <RESOLUTION_TIME_ACTION>
    if TriggerPlayer() ~= nil then   
       TriggerPlayer():DrawCards(2)
    end
    </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
</CARD_V2>
Tinker - Tested | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="TINKER_909194980" />
   <CARDNAME text="TINKER" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Tinker]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Tinker]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="909194980" />
   <ARTID value="909194980" />
   <ARTIST name="Chris Rahn" />
   <CASTING_COST cost="{2}{U}" />
   <FLAVOURTEXT>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“What separates us from mere beasts is the capacity for self-improvement.”]]></LOCALISED_TEXT>
   </FLAVOURTEXT>
   <TYPE metaname="Sorcery" />
   <EXPANSION value="V09" />
   <RARITY metaname="M" />
   <UTILITY_ABILITY qualifier="Additional">
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[As an additional cost to cast Tinker, sacrifice an artifact.]]></LOCALISED_TEXT>
      <COST type="generic">
         <PREREQUISITE>
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
      filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      return filter:CountStopAt(1) == 1
    </PREREQUISITE>
         <RESOLUTION_TIME_ACTION>
      local filter = ClearFilter()
      filter:Add(FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT)
      filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
      EffectController():ChooseItem( "CARD_QUERY_CHOOSE_ARTIFACT_TO_SACRIFICE", EffectDC():Make_Targets(6) )
    </RESOLUTION_TIME_ACTION>
         <RESOLUTION_TIME_ACTION>
      local creature = EffectDC():Get_Targets(6):Get_CardPtr(0)
      if creature ~= nil then
         EffectController():Sacrifice(artifact)
      end
    </RESOLUTION_TIME_ACTION>
      </COST>
   </UTILITY_ABILITY>
   <SPELL_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Search your library for an artifact card and put that card onto the battlefield. Then shuffle your library.]]></LOCALISED_TEXT>
      <RESOLUTION_TIME_ACTION>
    local filter = ClearFilter()
    local effectController = EffectController()
    filter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
    filter:SetZone( ZONE_LIBRARY, effectController )
    effectController:ChooseItem( "CARD_QUERY_CHOOSE_CARD_TO_PUT_INTO_HAND", EffectDC():Make_Targets(0) )
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    local target = EffectDC():Get_Targets(0):Get_CardPtr(0)
    if  target ~= nil then
       target:PutOntoBattlefield( EffectController() )
    end 
    </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
    EffectController():ShuffleLibrary()
    </RESOLUTION_TIME_ACTION>
   </SPELL_ABILITY>
</CARD_V2>
Let me know if there are any bugs I missed. Also, it should be noted that I know nothing about ai availability and what not. So, while they'll work for you, the ai will probably have issues.
Last edited by Xander9009 on 11 Jul 2013, 23:20, edited 9 times in total.
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Re: Formal Request Thread

Postby Master Necro » 11 Jul 2013, 07:46

I tried to make Aurelia, the Warleader, not to sure about it so could anyone take a look at the code, correct me if I mocked up somewhere. Thank you in advance. :)

Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="13">
  <FILENAME text="AURELIA_THE_WARLEADER_17366448" />
  <CARDNAME text="AURELIA_THE_WARLEADER" />
  <TITLE>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Aurelia, the Warleader]]></LOCALISED_TEXT>
  </TITLE>
  <MULTIVERSEID value="17366448" />
  <ARTID value="A366448" />
  <ARTIST name="Slawomir Maniak" />
  <CASTING_COST cost="{2}{R}{R}{W}{W}" />
  <FLAVOURTEXT>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Where Razia was aloof and untouchable, Aurelia is on the frontlines, calling for war.]]></LOCALISED_TEXT>
  </FLAVOURTEXT>
  <TYPE metaname="Creature" />
  <SUB_TYPE metaname="Griffin" />
  <EXPANSION value="DPI" />
  <RARITY metaname="M" />
  <POWER value="3" />
  <TOUGHNESS value="4" />
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Flying]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Flying]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_FLYING" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Vigilance]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_VIGILANCE" />
  </STATIC_ABILITY>
  <STATIC_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Haste]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Haste]]></LOCALISED_TEXT>
    <INTRINSIC characteristic="CHARACTERISTIC_HASTE" />
  </STATIC_ABILITY>
  <TRIGGERED_ABILITY>
    <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.]]></LOCALISED_TEXT>
    <TRIGGER value="ATTACKING" simple_qualifier="self" />
   <FILTER filter_id="0">
    local filter = ClearFilter()
        filter:Add( FE_IS_TAPPED, true )
       filter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
      filter:Add( FE_CONTROLLER, OP_IS, EffectController() )
    </FILTER>
    <RESOLUTION_TIME_ACTION filter_id="0">
    if FilteredCard() ~= nil then
        FilteredCard():Untap()
           EffectController():GetTeam():TakeExtraTurn()
        end   
    end
    </RESOLUTION_TIME_ACTION>
  </TRIGGERED_ABILITY>
  <SEALED_HEURISTICS score_modifier="1150" />
  <SFX text="COMBAT_ANGEL_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
  <SFX text="COMBAT_ANGEL_SMALL_ATTACK" power_boundary_min="1" power_boundary_max="3" />
  <AI_BASE_SCORE score="150" zone="ZONE_BATTLEFIELD" />
</CARD_V2>
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