Card Contributions
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Re: Card Contributions
by Starcrash » 07 Jun 2011, 22:33
It may be extremely similar to Phelddagrif, but it's actually a different card (slightly).Name:Questing Phelddagrif
ManaCost:1 G W U
Types:Creature Phelddagrif
Text:no text
PT:4/4
A:AB$ Pump | Cost$ G | NumAtt$ +1 | NumDef$ +1 | SubAbility$ SVar=DBToken | SpellDescription$ CARDNAME gets +1/+1 until end of turn. Target opponent puts a 1/1 green Hippo creature token onto the battlefield.
A:AB$ Pump | Cost$ W | KW$ Protection from black, Protection from red | SubAbility$ SVar=DBGain | SpellDescription$ CARDNAME gains protection from black and from red until end of turn. Target opponent gains 2 life.
A:AB$ Pump | Cost$ U | KW$ Flying | SubAbility$ SVar=DBDraw | SpellDescription$ CARDNAME gains flying until end of turn. Target opponent may draw a card.
SVar:DBToken:DB$Token | ValidTgts$ Opponent | TokenAmount$ 1 | TokenName$ Hippo | TokenTypes$ Creature,Hippo | TokenOwner$ Opponent | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1
SVar:DBGain:DB$GainLife | LifeAmount$ 2 | ValidTgts$ Opponent
SVar:DBDraw:DB$Draw | LifeAmount$ 2 | ValidTgts$ Opponent | OptionalDecider$ You
SVar:RemRandomDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/questing_phelddagrif.jpg
SetInfo:PLS|Rare|http://magiccards.info/scans/en/ps/119.jpg
End
Re: Card Contributions
by Sloth » 08 Jun 2011, 06:40
Thanks for the two new cards, Starcrash. Added!
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Re: Card Contributions
by Starcrash » 08 Jun 2011, 16:10
Name:Disciple of Tevesh Szat
ManaCost:2 B B
Types:Creature Human Cleric
Text:no text
PT:3/1
A:AB$ Pump | Cost$ T | ValidTgts$ Creature | NumAtt$ -1 | NumDef$ -1 | IsCurse$ True | TgtPrompt$ Select target creature | SpellDescription$ Target creature gets -1/-1 until end of turn.
A:AB$ Pump | Cost$ T 4 B B Sac<1/CARDNAME> | ValidTgts$ Creature | NumAtt$ -6 | NumDef$ -6 | IsCurse$ True | TgtPrompt$ Select target creature | SpellDescription$ Target creature gets -6/-6 until end of turn.
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/disciple_of_tevesh_szat.jpg
SetInfo:CSP|Common|http://magiccards.info/scans/en/cs/55.jpg
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Name:Disembowel
ManaCost:X B
Types:Instant
Text:no text
A:SP$ Destroy | Cost$ X B | ValidTgts$ Creature | SpellDescription$ Destroy target creature with converted mana cost X.
SVar:X:Targeted$CardManaCost
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/disembowel.jpg
SetInfo:RAV|Common|http://magiccards.info/scans/en/rav/85.jpg
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Name:Diseased Vermin
ManaCost:2 B
Types:Creature Rats
Text:no text
PT:1/1
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigDealDamage | TriggerDescription$ During your upkeep, CARDNAME deals 1 damage to target opponent for each infection counter on Diseased Vermin.
SVar:TrigDealDamage:AB$DealDamage | Cost$ 0 | ValidTgts$ Opponent | NumDmg$ X
T:Mode$ DamageDone | ValidSource$ Card.Self | ValidTarget$ Opponent | CombatDamage$ True | Execute$ TrigPutCounter | TriggerZones$ Battlefield | TriggerDescription$ Whenever CARDNAME deals combat damage to a player, put an infection counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ INFECTION | CounterNum$ 1
SVar:X:Count$CardCounters.INFECTION
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/diseased_vermin.jpg
SetInfo:ALL|Uncommon|http://magiccards.info/scans/en/ai/5.jpg
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Thanks to Festering Wound, INFECTION counters have already been coded. However, FLOOD counters have not. The only other card that uses them is Quicksilver Fountain, which can't be coded yet because the ability PutCounter doesn't specify a ValidPlayer (therefore QuickFount's controller targets a land every turn).Name:Aquitect's Will
ManaCost:U
Types:Tribal Sorcery Merfolk
Text:no text
A:SP$ Effect | Cost$ U | Name$ Flood Effect | Keywords$ KWAnimateAll | Duration$ Permanent | SubAbility$ SVar=TrigPutCounter | SpellDescription$ Put a flood counter on target land. That land is an island in addition to its other types for as long as it has a flood counter on it.
SVar:TrigPutCounter:DB$ PutCounter | Cost$ 0 | ValidTgts$ Land | CounterType$ FLOOD | CounterNum$ 1 | TgtPrompt$ Select target land | SubAbility$ SVar=TrigDraw
SVar:TrigDraw:DB$ Draw | Cost$ 0 | NumCards$ 1 | Mandatory$ True | IsPresent$ Permanent.Merfolk+YouCtrl | TriggerDescription$ If you control a Merfolk, draw a card.
SVar:KWAnimateAll:stAnimateAll:Land.countersGE1FLOOD:no change/no change/Overwrite:Land,Island,RemoveSubTypes:no colors:Overwrite:No Condition:no text
SVar:RemRandomDeck:True
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/aquitects_will.jpg
SetInfo:LOR|Common|http://magiccards.info/scans/en/lw/52.jpg
End
Re: Card Contributions
by Sloth » 08 Jun 2011, 16:27
We already have Disciple of Tevesh Szat.
Disembowel seems correct.
Diseased Vermin: Try to use the current oracle text.
Aquitect's Will: You need to use a condition for the draw card subability (see Giant's Ire). I will add Flood counters in the meantime.
Disembowel seems correct.
Diseased Vermin: Try to use the current oracle text.
Aquitect's Will: You need to use a condition for the draw card subability (see Giant's Ire). I will add Flood counters in the meantime.
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Re: Card Contributions
by Starcrash » 08 Jun 2011, 17:05
Name:Aquitect's Will
ManaCost:U
Types:Tribal Sorcery Merfolk
Text:no text
A:SP$ Effect | Cost$ U | Name$ Flood Effect | Keywords$ KWAnimateAll | Duration$ Permanent | SubAbility$ SVar=TrigPutCounter | SpellDescription$ Put a flood counter on target land. That land is an island in addition to its other types for as long as it has a flood counter on it. If you control a Merfolk, draw a card.
SVar:TrigPutCounter:DB$ PutCounter | Cost$ 0 | ValidTgts$ Land | CounterType$ FLOOD | CounterNum$ 1 | TgtPrompt$ Select target land | SubAbility$ SVar=DBDraw
SVar:DBDraw:DB$ Draw | Cost$ 0 | NumCards$ 1 | ConditionPresent$ Merfolk.YouCtrl | ConditionCompare$ GE1 | ConditionDescription$ If you control a Merfolk,
SVar:KWAnimateAll:stAnimateAll:Land.countersGE1FLOOD:no change/no change/Overwrite:Land,Island,RemoveSubTypes:no colors:Overwrite:No Condition:no text
SVar:RemRandomDeck:True
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/aquitects_will.jpg
SetInfo:LOR|Common|http://magiccards.info/scans/en/lor/233.jpg
End
Yeah, I phoned them in a bit. Aquitect's Will was tested, and actually worked that way. But I've updated it appropriately, plus the text to Diseased Vermin.Name:Diseased Vermin
ManaCost:2 B
Types:Creature Rats
Text:no text
PT:1/1
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigDealDamage | TriggerDescription$ At the beginning of your upkeep, CARDNAME deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it.
SVar:TrigDealDamage:AB$DealDamage | Cost$ 0 | ValidTgts$ Opponent | NumDmg$ X
T:Mode$ DamageDone | ValidSource$ Card.Self | ValidTarget$ Opponent | CombatDamage$ True | Execute$ TrigPutCounter | TriggerZones$ Battlefield | TriggerDescription$ Whenever CARDNAME deals combat damage to a player, put an infection counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ INFECTION | CounterNum$ 1
SVar:X:Count$CardCounters.INFECTION
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/diseased_vermin.jpg
SetInfo:ALL|Uncommon|http://magiccards.info/scans/en/all/77.jpg
End
Re: Card Contributions
by Sloth » 08 Jun 2011, 17:47
I've added Aquitect's Will and Disembowel. Thanks Starcrash.
I just figured out a scenario for which the implementation of Diseased Vermin is not 100% correct: Player 1 plays Diseased Vermin and deals combat damage to Player 2. Diseased Vermin gets a counter. Now Player 2 casts Control Magic on Diseased Vermin. At the beginning of the upkeep of Player 2 your version would be able to deal damage to Player 1, which is not correct.
I just figured out a scenario for which the implementation of Diseased Vermin is not 100% correct: Player 1 plays Diseased Vermin and deals combat damage to Player 2. Diseased Vermin gets a counter. Now Player 2 casts Control Magic on Diseased Vermin. At the beginning of the upkeep of Player 2 your version would be able to deal damage to Player 1, which is not correct.
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Re: Card Contributions
by Starcrash » 09 Jun 2011, 16:24
Name:Turn to Mist
ManaCost:1 WU
Types:Instant
Text:no text
A:SP$ ChangeZone | Cost$ 1 WU | Origin$ Battlefield | Destination$ Exile | ValidTgts$ Creature | RememberTargets$ True | ForgetOtherTargets$ True | TgtPrompt$ Select target creature | SubAbility$ SVar=DelTrig | SpellDescription$ Exile target creature. Return that card to the battlefield under its owner's control at end of turn.
SVar:DelTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ End of Turn | Execute$ TrigReturn | TriggerDescription$ Return exiled card to the battlefield.
SVar:TrigReturn:AB$ ChangeZone | Cost$ 0 | Defined$ Remembered | Origin$ Exile | Destination$ Battlefield
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/turn_to_mist.jpg
SetInfo:SHM|Common|http://magiccards.info/scans/en/shm/155.jpg
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Thank you, jeffwadsworth, for doing the tough part and figuring out Galepowder Mage. These were easy after that. "Here, you carry the piano and I'll take the sheet music."Name:Otherworldly Journey
ManaCost:1 W
Types:Instant Arcane
Text:no text
A:SP$ ChangeZone | Cost$ 1 W | Origin$ Battlefield | Destination$ Exile | ValidTgts$ Creature | RememberTargets$ True | ForgetOtherTargets$ True | TgtPrompt$ Select target creature | SubAbility$ SVar=DelTrig | SpellDescription$ Exile target creature. At end of turn, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
SVar:DelTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ End of Turn | Execute$ TrigReturn | TriggerDescription$ Return exiled card to the battlefield with a +1/+1 counter on it.
SVar:TrigReturn:AB$ ChangeZone | Cost$ 0 | Defined$ Remembered | Origin$ Exile | Destination$ Battlefield | SubAbility$ SVar=DBAddCounter
SVar:DBAddCounter:DB$ PutCounter | Cost$ 0 | Defined$ Remembered | CounterType$ P1P1 | CounterNum$ 1
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/otherworldly_journey.jpg
SetInfo:CHK|Uncommon|http://magiccards.info/scans/en/chk/37.jpg
End
Re: Card Contributions
by jeffwadsworth » 09 Jun 2011, 19:23
I sit at the feet of the Overlords and at times pick up some useful lore.Starcrash wrote:
Thank you, jeffwadsworth, for doing the tough part and figuring out Galepowder Mage. These were easy after that. "Here, you carry the piano and I'll take the sheet music."
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Re: Card Contributions
by DeadSpeak » 09 Jun 2011, 21:07
Used the recently added Flickwisp to do the Glimmerpoint Stag, so all credit goes to whoever figured Flickerwisp out.Name:Glimmerpoint Stag
ManaCost:2 W W
Types:Creature Elk
Text:no text
PT:3/3
K:Vigilance
T:Mode$ ChangesZone | ValidCard$ Creature.Self | Origin$ Any | Destination$ Battlefield | Execute$ TrigExile | TriggerDescription$ When CARDNAME enters the battlefield, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
SVar:TrigExile:AB$ChangeZone | Cost$ 0 | ValidTgts$ Permanent.Other | Mandatory$ True | TgtPrompt$ Select another target permanent | Origin$ Battlefield | Destination$ Exile | RememberTargets$ True | ForgetOtherTargets$ True | SubAbility$ SVar=DelTrig
SVar:DelTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ End of Turn | Execute$ TrigBounce | TriggerDescription$ Return exiled permanent to the battlefield.
SVar:TrigBounce:AB$ChangeZone | Cost$ 0 | Origin$ Exile | Destination$ Battlefield | Defined$ Remembered
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/glimmerpoint_stag.jpg
SetInfo:SOM|Uncommon|http://magiccards.info/scans/en/som/9.jpg
End

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Re: Card Contributions
by Starcrash » 09 Jun 2011, 22:24
I hate to spam the Effect ability (I'm sure no player wants their battlefield cluttered with emblems) but short of an AnimateAll ability, it seemed like the best way to pull this off.Name:Natural Affinity
ManaCost:2 G
Types:Instant
Text:no text
A:SP$ Effect | Cost$ 2 G | Name$ Natural Affinity Effect | Keywords$ KWstAnimateAll | SpellDescription$ All lands become 2/2 creatures until end of turn. They still count as lands.
SVar:KWstAnimateAll:stAnimateAll:Land:2/2:Creature:no colors:No Abilities:No Condition:All lands are 2/2 creatures that are still lands.
SVar:RemRandomDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/natural_affinity.jpg
SetInfo:MMQ|Rare|http://magiccards.info/scans/en/mm/260.jpg
SetInfo:8ED|Rare|http://magiccards.info/scans/en/8e/269.jpg
SetInfo:9ED|Rare|http://magiccards.info/scans/en/9e/256.jpg
End
Re: Card Contributions
by slapshot5 » 09 Jun 2011, 23:03
I'm not sure if this is an effect, or if it needs SP$ AnimateAll. I had already submitted this to SVN on the assumption the it works like Nightcreep.Starcrash wrote:I hate to spam the Effect ability (I'm sure no player wants their battlefield cluttered with emblems) but short of an AnimateAll ability, it seemed like the best way to pull this off.Name:Natural Affinity
ManaCost:2 G
Types:Instant
Text:no text
A:SP$ Effect | Cost$ 2 G | Name$ Natural Affinity Effect | Keywords$ KWstAnimateAll | SpellDescription$ All lands become 2/2 creatures until end of turn. They still count as lands.
SVar:KWstAnimateAll:stAnimateAll:Land:2/2:Creature:no colors:No Abilities:No Condition:All lands are 2/2 creatures that are still lands.
SVar:RemRandomDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/natural_affinity.jpg
SetInfo:MMQ|Rare|http://magiccards.info/scans/en/mm/260.jpg
SetInfo:8ED|Rare|http://magiccards.info/scans/en/8e/269.jpg
SetInfo:9ED|Rare|http://magiccards.info/scans/en/9e/256.jpg
End
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Re: Card Contributions
by Starcrash » 09 Jun 2011, 23:25
Nice. I wasn't aware that there was a coded AnimateAll. Yours is much better.I'm not sure if this is an effect, or if it needs SP$ AnimateAll.
Re: Card Contributions
by slapshot5 » 09 Jun 2011, 23:58
If it's correct. Depends if a card that enters the battlefield after the spell is cast is supposed to be affected. I don't see a ruling on this card, but the ruling on Nightcreep leads me to believe this is correct.Starcrash wrote:Nice. I wasn't aware that there was a coded AnimateAll. Yours is much better.I'm not sure if this is an effect, or if it needs SP$ AnimateAll.
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Re: Card Contributions
by Sloth » 10 Jun 2011, 07:29
I believe that a card with "until end of turn" should use AF AnimateAll and cards with "this turn" should use AF Effect.slapshot5 wrote:If it's correct. Depends if a card that enters the battlefield after the spell is cast is supposed to be affected. I don't see a ruling on this card, but the ruling on Nightcreep leads me to believe this is correct.Starcrash wrote:Nice. I wasn't aware that there was a coded AnimateAll. Yours is much better.I'm not sure if this is an effect, or if it needs SP$ AnimateAll.
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Re: Card Contributions
by slapshot5 » 10 Jun 2011, 14:01
Ahhh. I see the distinction. Thanks Sloth.Sloth wrote:I believe that a card with "until end of turn" should use AF AnimateAll and cards with "this turn" should use AF Effect.
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