Half-Implemented Cards
by mtgrares
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Re: Half-Implemented Cards
by moomarc » 24 Nov 2011, 11:28
Here's the script for Maelstrom Wanderer. Cascade doesn't stack at this stage in Forge, so only one instance will trigger. I've left in the bit granting the second cascade anyway so that it reads right in the card panel, even though the second one doesn't actually work properly. Just drop the card image in the MBP folder in pics (forge doesn't have a folder for planechase-only cards).
- Maelstrom Wanderer | Open
- Code: Select all
Name:Maelstrom Wanderer
ManaCost:5 U R G
Types:Legendary Creature Elemental
Text:no text
PT:7/5
K:Cascade
S:Mode$ Continuous | Affected$ Card.Self | AddKeyword$ Cascade | EffectZone$ All
S:Mode$ Continuous | Affected$ Creature.YouCtrl | AddKeyword$ Haste | Description$ Creatures you control have haste.
SVar:BuffedBy:Creature
SVar:PlayMain1:TRUE
SVar:Rarity:Mythic
SVar:Picture:http://media.wizards.com/images/magic/daily/arcana/848_wvb9yfen4s.jpg
SetInfo:MBP|Mythic|http://media.wizards.com/images/magic/daily/arcana/848_wvb9yfen4s.jpg
Oracle:Creatures you control have haste.\nCascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
End
-Marc
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Re: Half-Implemented Cards
by moomarc » 25 Nov 2011, 09:56
Here's Descendant of Masumaro for anyone that wants. The only problem is that it doesn't count card's in TARGET opponent's hand. Mostly this work's in the AI's favor because you still lose counter's if the opponent has Ivory Mask, whereas you shouldn't if you can't target an opponent because it has shroud.
- Descendant of Masumaro | Open
- Code: Select all
Name:Descendant of Masumaro
ManaCost:2 G
Types:Creature Human Monk
Text:no text
PT:1/1
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ At the beginning of your upkeep, put a +1/+1 counter on CARDNAME for each card in your hand, then remove a +1/+1 counter from CARDNAME for each card in target opponent's hand.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ P1P1 | CounterNum$ X | SubAbility$ TrigRemoveCounter
SVar:TrigRemoveCounter:DB$RemoveCounter | Defined$ Self | CounterType$ P1P1 | CounterNum$ Y
SVar:X:Count$InYourHand
SVar:Y:Count$InOppHand
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/descendant_of_masumaro.jpg
SetInfo:SOK|Uncommon|http://magiccards.info/scans/en/sok/126.jpg
Oracle:At the beginning of your upkeep, put a +1/+1 counter on Descendant of Masumaro for each card in your hand, then remove a +1/+1 counter from Descendant of Masumaro for each card in target opponent's hand.
End
-Marc
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Re: Half-Implemented Cards
by moomarc » 30 Nov 2011, 08:17
For all the Timmy's out there, Verdeloth the Ancient:
- Verdeloth the Ancient | Open
- Code: Select all
Name:Verdeloth the Ancient
ManaCost:4 G G
Types:Legendary Creature Treefolk
Text:no text
PT:4/7
K:Kicker:0
S:Mode$ Continuous | Affected$ Creature.Saproling,Creature.Treefolk+Other | AddPower$ 1 | AddToughness$ 1 | Description$ Saproling creatures and other Treefolk creatures get +1/+1.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self+kicked | Execute$ TrigKicker | TriggerDescription$ When CARDNAME enters the battlefield, if it was kicked, put X 1/1 green Saproling creature tokens onto the battlefield.
SVar:TrigKicker:AB$ Token | Cost$ X | TokenAmount$ X | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1 | Secondary$ True | SpellDescription$ Put X 1/1 green Saproling creature tokens onto the battlefield.
SVar:X:Count$xPaid
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/verdeloth_the_ancient.jpg
SetInfo:INV|Rare|http://magiccards.info/scans/en/in/220.jpg
SetInfo:TSB|Special|http://magiccards.info/scans/en/tsts/88.jpg
End
-Marc
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Re: Half-Implemented Cards
by jeffwadsworth » 08 Dec 2011, 23:06
Here is Mind Whip
- | Open
- Name:Mind Whip
ManaCost:2 B B
Types:Enchantment Aura
Text:no text
A:SP$ Attach | Cost$ 3 R | ValidTgts$ Creature | AILogic$ Curse
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ EnchantedController | TriggerZones$ Battlefield | Execute$ TrigPayUp | TriggerDescription$ At the beginning of the upkeep of enchanted creature's controller, that player may pay 3. If he or she doesn't, CARDNAME deals 2 damage to that player and you tap that creature.
SVar:TrigPayUp:AB$ DealDamage | Cost$ 0 | NumDmg$ 2 | Defined$ EnchantedController | UnlessCost$ 3 | UnlessPayer$ EnchantedController
T:Mode$ DamageDone | ValidSource$ Card.Self | ValidTarget$ EnchantedController | Execute$ ABTap
SVar:ABTap:AB$ Tap | Cost$ 0 | Defined$ Enchanted
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/mind_whip.jpg
End
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Re: Half-Implemented Cards
by jeffwadsworth » 08 Dec 2011, 23:09
Here is The Wretched. Only works with 1 blocker at this time.
- | Open
- Name:The Wretched
ManaCost:3 B B
Types:Creature Demon
Text:no text
PT:2/5
T:Mode$ AttackerBlocked | ValidCard$ Card.Self | ValidBlocker$ Creature | DelayedTrigger$ DelayedTrig | TriggerDescription$ At end of combat, gain control of all creatures blocking CARDNAME for as long as you control CARDNAME.
SVar:DelayedTrig:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ You | Execute$ TrigGainControl | TriggerDescription$ At end of combat, gain control of all creatures blocking CARDNAME for as long as you control CARDNAME.
SVar:TrigGainControl:AB$GainControl | Cost$ 0 | Defined$ TriggeredBlocker | LoseControl$ LeavesPlay
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/the_wretched.jpg
End
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Re: Half-Implemented Cards
by jeffwadsworth » 13 Dec 2011, 22:08
Here is a script for Phantasmal Mount.
It works, but its implementation has some hacky script.
- | Open
- Name:Phantasmal Mount
ManaCost:1 U
Types:Creature Illusion Horse
Text:no text
PT:1/1
K:Flying
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Battlefield | Destination$ Any | Execute$ TrigSac | TriggerDescription$ When CARDNAME leaves the battlefield this turn, sacrifice that creature.
T:Mode$ Phase | Phase$ End of Turn | ValidPlayer$ Each | Execute$ DBCleanup | TriggerZones$ Battlefield | Secondary$ True | TriggerDescription$ End of turn cleanup.
A:AB$ Pump | Cost$ T | ValidTgts$ Creature.YouCtrl+toughnessLE2 | TgtPrompt$ Select target creature you control with toughness 2 or less | RememberTargets$ True | KW$ Flying | NumAtt$ 1 | NumDef$ 1 | SubAbility$ DBAnimate | SpellDescription$ Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When CARDNAME leaves the battlefield this turn, sacrifice that creature. When the creature leaves the battlefield this turn, sacrifice CARDNAME.
SVar:DBAnimate:DB$ Animate | Triggers$ TrigDiesCreature | sVars$ TrigSacPM
SVar:TrigSac:AB$ Destroy | Cost$ 0 | Defined$ Remembered | Sacrifice$ True | SubAbility$ DBCleanup
SVar:TrigDiesCreature:Mode$ ChangesZone | ValidCard$ Card.IsRemembered | Origin$ Battlefield | Destination$ Any | Execute$ TrigSacPM | TriggerDescription$ When the creature leaves the battlefield this turn, sacrifice CARDNAME.
SVar:TrigSacPM:AB$ Destroy | Cost$ 0 | Sacrifice$ True
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/phantasmal_mount.jpg
End
It works, but its implementation has some hacky script.
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Re: Half-Implemented Cards
by squee1968 » 14 Dec 2011, 09:30
Cranial Plating without the instant attaching ability.
- Code: Select all
Name:Cranial Plating
ManaCost:2
Types:Artifact Equipment
Text:no text
K:eqPump 1:+0/+0
S:Mode$ Continuous | Affected$ Card.EquippedBy | AddPower$ X | Description$ Equipped creature gets +1/+0 for each artifact you control.
SVar:X:Count$Valid Artifact.YouCtrl
SVar:PlayMain1:TRUE
SVar:BuffedBy:Artifact
SVar:RemRandomDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/cranial_plating.jpg
SetInfo:5DN|Common|http://magiccards.info/scans/en/5dn/113.jpg
Oracle:Equipped creature gets +1/+0 for each artifact you control.\nEquip {1}
End
- Code: Select all
Name:Thornbite Staff
ManaCost:2
Types:Artifact Equipment
Text:no text
K:eqPump 4:0/0
S:Mode$ Continuous | Affected$ Card.EquippedBy | AddAbility$ Damage | Description$ Equipped creature has "2, Tap: This creature deals 1 damage to target creature or player."
SVar:Damage:AB$DealDamage | Cost$ 2 T | Tgt$ TgtCP | NumDmg$ 1 | SpellDescription$ CARDNAME deals 1 damage to target creature or player.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Creature | TriggerZones$ Battlefield | Execute$ TrigUntap | TriggerDescription$ Whenever a creature is put into a graveyard from the battlefield, untap equipped creature.
SVar:TrigUntap:AB$Untap | Cost$ 0 | Defined$ Equipped
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/thornbite_staff.jpg
SetInfo:MOR|Uncommon|http://magiccards.info/scans/en/mt/145.jpg
Oracle:Equipped creature has “{2}, {T}: This creature deals 1 damage to target creature or player” and “Whenever a creature dies, untap this creature.”\nEquip {4}
End
Re: Half-Implemented Cards
by moomarc » 18 Dec 2011, 03:28
Here's Basalt Golem. Works perfectly unless someone Lignify 's it before the end of combat. (In fact it might be right anyway. Not too sure what the ruling is if a creature with a delayed trigger is Lignified).
- Basalt Golem | Open
- Code: Select all
Name:Basalt Golem
ManaCost:5
Types:Artifact Creature Golem
Text:CARDNAME can't be blocked by artifact creatures.
PT:2/4
K:CantBeBlockedBy Artifact.Creature
T:Mode$ Blocks | ValidCard$ Creature | ValidBlocked$ Card.Self | Execute$ DBAnimate | TriggerDescription$ Whenever CARDNAME becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 colorless Wall artifact creature token with defender onto the battlefield.
SVar:DBAnimate:DB$ Animate | Defined$ TriggeredBlocker | Triggers$ TrigEndCombat | sVars$ TrigSacBlocker,DBToken
SVar:TrigEndCombat:Mode$ Phase | Phase$ EndCombat | Execute$ TrigSacBlocker | TriggerDescription$ At end of combat sacrifice creature that blocked Basalt Golem. If the player does, he or she puts a 0/2 colorless Wall artifact creature token with defender onto the battlefield.
SVar:TrigSacBlocker:AB$Sacrifice | Cost$ 0 | Defined$ Self | SubAbility$ SVar=DBToken
SVar:DBToken:DB$Token | TokenAmount$ 1 | TokenName$ Wall | TokenTypes$ Artifact,Creature,Wall | TokenOwner$ You | TokenColors$ Colorless | TokenPower$ 0 | TokenToughness$ 2 | TokenKeywords$ Defender
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/basalt_golem.jpg
SetInfo:MIR|Uncommon|http://magiccards.info/scans/en/mr/259.jpg
Oracle:Basalt Golem can't be blocked by artifact creatures.\nWhenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 colorless Wall artifact creature token with defender onto the battlefield.
End
Last edited by moomarc on 18 Dec 2011, 10:15, edited 1 time in total.
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Re: Half-Implemented Cards
by moomarc » 20 Dec 2011, 15:34
Here's one people have been wanting for a while: Pyromancer Ascension. It can't be scripted properly at the moment because of timing issues on the first trigger. So for now you'll have to make do with this. It's all perfect except that you'll have to have the self discipline to say no to the first trigger if you don't have a copy of the spell in your graveyard already. Enjoy!
- Pyromancer Ascension | Open
- Code: Select all
Name:Pyromancer Ascension
ManaCost:1 R
Types:Enchantment
Text:no text
T:Mode$ SpellCast | ValidCard$ Card.Instant,Card.Sorcery | ValidActivatingPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter | OptionalDecider$ You | TriggerDescription$ Whenever you cast an instant or sorcery spell that has the same name as a card in your graveyard, you may put a quest counter on CARDNAME.
T:Mode$ SpellCast | ValidCard$ Card.Instant,Card.Sorcery | ValidActivatingPlayer$ You | TriggerZones$ Battlefield | IsPresent$ Card.Self+counters_GE2_QUEST | Execute$ TrigCopySpell | OptionalDecider$ You | TriggerDescription$ Whenever you cast an instant or sorcery spell while CARDNAME has two or more quest counters on it, you may copy that spell. You may choose new targets for the copy.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ Self | CounterType$ QUEST | CounterNum$ 1
SVar:TrigCopySpell:AB$CopySpell | Cost$ 0 | Defined$ TriggeredSpellAbility
SVar:RemRandomDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/pyromancer_ascension.jpg
SetInfo:ZEN|Rare|http://magiccards.info/scans/en/zen/143.jpg
Oracle:Whenever you cast an instant or sorcery spell that has the same name as a card in your graveyard, you may put a quest counter on Pyromancer Ascension.\nWhenever you cast an instant or sorcery spell while Pyromancer Ascension has two or more quest counters on it, you may copy that spell. You may choose new targets for the copy.
End
-Marc
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Re: Half-Implemented Cards
by jeffwadsworth » 20 Dec 2011, 22:31
This is a working Corrosion. It is way too messy a card to use in the main branch right now (IMO), but it works.
- | Open
- Name:Corrosion
ManaCost:1 B R
Types:Enchantment
Text:no text
K:Cumulative upkeep:1
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ TrigPutCounter | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of your upkeep, put a rust counter on each artifact target opponent controls. Then destroy each artifact with converted mana cost less than or equal to the number of rust counters on it. Artifacts destroyed this way can't be regenerated.
When CARDNAME leaves the battlefield, remove all rust counters from all permanents.
SVar:TrigPutCounter:AB$ PutCounterAll | Cost$ 0 | ValidTgts$ Opponent | TgtPrompt$ Select target opponent | ValidCards$ Artifact.YouDontCtrl | CounterType$ RUST | CounterNum$ 1 | SubAbility$ DBAnimate
SVar:DBAnimate:DB$ AnimateAll | ValidCards$ Artifact.YouDontCtrl | Triggers$ TrigUpkeep | sVars$ ABDestroy,X,Y | Permanent$ True
SVar:TrigUpkeep:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ Opponent | TriggerZones$ Battlefield | Execute$ ABDestroy | TriggerDescription$ Destroy CARDNAME with converted mana cost less than or equal to the number of rust counters on it. It can't be regenerated.
SVar:ABDestroy:AB$ Destroy | Cost$ 0 | Defined$ Self | ConditionCheckSVar$ X | ConditionCompareSVar$ GTY | NoRegen$ True
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Battlefield | Destination$ Graveyard | Execute$ TrigRemoveCounters
SVar:TrigRemoveCounters:AB$ RemoveCounterAll | Cost$ 0 | ValidCards$ Permanent | CounterType$ RUST
SVar:X:Count$CardCounters.RUST
SVar:Y:Count$CardManaCost
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/corrosion.jpg
End
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Re: Half-Implemented Cards
by lazylockie » 02 Jan 2012, 07:22
Any ideas to partly implement Sundial of the Infinite? I'm a bit outdated with new codes, so is there a kind of "counter all spells on stack" and "skip to phase P"?
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Re: Half-Implemented Cards
by Milod » 02 Jan 2012, 14:18
he mo can u impliment half working geosurge, for just adding 7 fire.
Re: Half-Implemented Cards
by squee1968 » 02 Jan 2012, 15:38
This should work for you.Milod wrote:he mo can u impliment half working geosurge, for just adding 7 fire.
- Code: Select all
Name:Geosurge
ManaCost:R R R R
Types:Sorcery
Text:no text
A:SP$ Mana | Cost$ R R R R | Produced$ R | Amount$ 7 | SpellDescription$ Add R R R R R R R to your mana pool.
SVar:RemRandomDeck:True
SVar:RemAIDeck:True
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/geosurge.jpg
SetInfo:NPH|Uncommon|http://magiccards.info/scans/nph/en/85.jpg
Oracle:Add {R}{R}{R}{R}{R}{R}{R} to your mana pool. Spend this mana only to cast artifact or creature spells.
End
Re: Half-Implemented Cards
by Milod » 02 Jan 2012, 18:38
thnx for geosurge squee1968 but can u also make myr superion half working leave the part thats say mana from only creatures i think that gave problems i wil tab creatures to cast this beast np
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