Half-Implemented Cards
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Half-Implemented Cards
by SoulStorm » 01 Feb 2012, 19:19
Here's another one, Sage of Fables. There are some corner cases where this implementation is problematic, though they shouldn't occur often. You just have to police yourself, and only use it on your creatures which actually have +1/+1 counters on them.
- Code: Select all
Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | Static$ True | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
A:AB$ Draw | Cost$ 2 | NumCards$ 1 | SubAbility$ DBPutCounter | SpellDescription$ Draw a card.
SVar:DBPutCounter:DB$PutCounter | Cost$ 0 | IsCurse$ True | ValidTgts$ Creature.YouCtrl | TgtPrompt$ Select target Creature you control | CounterType$ M1M1 | CounterNum$ 1 | SpellDescription$ Put a -1/-1 counter on target creature you control.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
End
- | Open
- Name:Sage of Fables
ManaCost:2 U
Types:Creature Merfolk Wizard
Text:no text
PT:2/2
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Creature.Wizard+Other+YouCtrl |TriggerZones$ Battlefield | Execute$ TrigPutCounter | Static$ True | TriggerDescription$ Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.
S:Mode$ Continuous | Affected$ Creature.YouCtrl | AddAbility$ Draw | Description$ 2, Remove a +1/+1 counter from a creature you control: Draw a card.
SVar:TrigPutCounter:AB$PutCounter | Cost$ 0 | Defined$ TriggeredCard | CounterType$ P1P1 | CounterNum$ 1
SVar:Draw:AB$Draw | Cost$ 2 SubCounter<1/P1P1> | NumCards$ 1 | SpellDescription$ Draw a card.
SVar:Rarity:Uncommon
SVar:Picture:http://www.wizards.com/global/images/magic/general/sage_of_fables.jpg
End
Re: Half-Implemented Cards
by Grampsa2 » 10 Feb 2012, 17:34
Can someone pls do Semblance Anvil with out the Imprint? *Or at least make it so Artifacts cost 2 less?*
I've tried to do it myself but i keep getting crash reports
Thanks
I've tried to do it myself but i keep getting crash reports

Thanks
Re: Half-Implemented Cards
by jeffwadsworth » 10 Feb 2012, 20:56
Here is the half-ass version of Booby Trap. The opponent does not reveal his drawn cards...yet. I am looking at adding the player keyword at some time.
- | Open
- Name:Booby Trap
ManaCost:6
Types:6
Text:no text
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Any | Destination$ Battlefield | Static$ True | Execute$ STNameCard | TriggerDescription$ As CARDNAME enters the battlefield, name a card other than a basic land card and choose an opponent. The chosen player reveals each card he or she draws. When the chosen player draws the named card, sacrifice CARDNAME. If you do, CARDNAME deals 10 damage to that player.
SVar:STNameCard:AB$ NameCard | Cost$ 0 | ValidCards$ Card.nonBasic | ValidDesc$ non basic land
T:Mode$ Drawn | ValidCard$ Card.YouDontCtrl | TriggerZones$ Battlefield | Execute$ TrigSacrifice | Static$ True | Secondary$ True | TriggerDescription$ When the chosen player draws the named card, sacrifice CARDNAME. If you do, CARDNAME deals 10 damage to that player.
SVar:TrigSacrifice:AB$ Sacrifice | Cost$ 0 | Defined$ Self | ConditionDefined$ TriggeredCard | ConditionPresent$ Card.NamedCard | ConditionCompare$ GE1 | RememberSacrificed$ True | SubAbility$ DBDamage
SVar:DBDamage:DB$ DealDamage | Defined$ Opponent | NumDmg$ 10 | ConditionCheckSVar$ X | ConditionSVarCompare$ GE1 | SubAbility$ DBCleanup
SVar:DBCleanup:DB$ Cleanup | ClearRemembered$ True
SVar:X:Remembered$Amount
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/booby_trap.jpg
End
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Re: Half-Implemented Cards
by moomarc » 17 Feb 2012, 05:44
For anyone that needs an extra turn in their red deck, here's Last Chance. Works properly for straightforward use, but doesn't quite interact properly when another card then grant's additional turns that should slot in before, or when using Sundial of the Infinite or Time Stop (in the next beta) to skip the end step.
- Code: Select all
Name:Last Chance
ManaCost:R R
Types:Sorcery
Text:no text
A:SP$ AddTurn | Cost$ R R | NumTurns$ 1 | SubAbility$ BeginTurnTrig | SpellDescription$ Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
SVar:BeginTurnTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ EndTurnTrig | Static$ True
SVar:EndTurnTrig:DB$DelayedTrigger | Mode$ Phase | Phase$ End of Turn | ValidPlayer$ You | Execute$ LastChanceLose | TriggerDescription$ At the end of turn, you lose the game.
SVar:LastChanceLose:AB$LosesGame | Cost$ 0 | Defined$ You
SVar:RemAIDeck:True
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/last_chance.jpg
SetInfo:S99|Rare|http://magiccards.info/scans/en/st/110.jpg
SetInfo:POR|Rare|http://magiccards.info/scans/en/po/141.jpg
Oracle:Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
End
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Re: Half-Implemented Cards
by jimmycolorado » 26 Feb 2012, 09:33
I meat-hooked my way through a semi-kinda-working Havengul Lich script, but it's important to note that I don't know what I'm doing.
and changed the targets from instants and sorcerys to creatures. It doesn't do a lot of what the actual card is capable of (such as allowing you to cast stuff from the opponent's graveyard, or the activated ability stuff) but at the least you can get off your infinite mana Priest of Urabrask combos or machine gun your Perilous Myrs with a Heartless Summoning in play. Or just summon a creature from your yard if you have the mana for the cost. (Even though it says it gives it flashback, it doesn't exile the creature once it's in play.)
I would love it if someone could take my 1000-monkeys/1000-typewriters effort and make it better, like being able to get at the opponent's yard. As I said, I'm little more than a butcher at this stuff.
- Code: Select all
Name:Havengul Lich
ManaCost:3 U B
Types:Creature Zombie Wizard
Text:no text
PT:4/4
A:AB$Pump | Cost$ 1 | ValidTgts$ Creature.YouCtrl,Creature.Other | KW$ Flashback | TgtZone$ Graveyard | PumpZone$ Graveyard | SpellDescription$ Target creature card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
SVar:RemAIDeck:True
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/havengul_lich.jpg
SetInfo:DKA|Mythic|http://magiccards.info/scans/en/dka/139.jpg
Oracle:\n{1}: Target creature card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
End

I would love it if someone could take my 1000-monkeys/1000-typewriters effort and make it better, like being able to get at the opponent's yard. As I said, I'm little more than a butcher at this stuff.
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Re: Half-Implemented Cards
by lazylockie » 26 Feb 2012, 14:29
I was thinking about Havengul Lich as well, but my version was based on Geth, Lord of the Vault, so I could target opponent/mine, but wasn't casting the creature, so mana cost reductions from Heartless Summoning wasn't applying.jimmycolorado wrote:I meat-hooked my way through a semi-kinda-working Havengul Lich script, but it's important to note that I don't know what I'm doing.I pretty much based it off Dralnu, Lich Lord, changed the activation cost to
- Code: Select all
Name:Havengul Lich
ManaCost:3 U B
Types:Creature Zombie Wizard
Text:no text
PT:4/4
A:AB$Pump | Cost$ 1 | ValidTgts$ Creature.YouCtrl,Creature.Other | KW$ Flashback | TgtZone$ Graveyard | PumpZone$ Graveyard | SpellDescription$ Target creature card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
SVar:RemAIDeck:True
SVar:Rarity:Mythic
SVar:Picture:http://www.wizards.com/global/images/magic/general/havengul_lich.jpg
SetInfo:DKA|Mythic|http://magiccards.info/scans/en/dka/139.jpg
Oracle:\n{1}: Target creature card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Endand changed the targets from instants and sorcerys to creatures. It doesn't do a lot of what the actual card is capable of (such as allowing you to cast stuff from the opponent's graveyard, or the activated ability stuff) but at the least you can get off your infinite mana Priest of Urabrask combos or machine gun your Perilous Myrs with a Heartless Summoning in play. Or just summon a creature from your yard if you have the mana for the cost. (Even though it says it gives it flashback, it doesn't exile the creature once it's in play.)
I would love it if someone could take my 1000-monkeys/1000-typewriters effort and make it better, like being able to get at the opponent's yard. As I said, I'm little more than a butcher at this stuff.
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Re: Half-Implemented Cards
by timmermac » 18 Mar 2012, 01:18
Since I really want Crimson Hellkite, I've made an attempt at scripting it. I'm well aware that there's no way to script the red-mana-only restriction, so I'm ignoring the restriction for this implementation. Which means that this is a 6/6 flying dragon with a Heat Ray built into it.
Here it is.
Here it is.
- Code: Select all
Name:Crimson Hellkite
ManaCost:6 R R R
Types:Dragon
Text:no text
PT:6/6
K:Flying
A:SP$ DealDamage | Cost$ X R | Tgt$ TgtC | NumDmg$ X | SpellDescription$ CARDNAME deals X damage to target creature.
SVar:X:Count$xPaid
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/Crimson_Hellkite.jpg
SetInfo:MIR|Rare|http://magiccards.info/scans/en/mr/167.jpg
SetInfo:6ED|Rare|http://magiccards.info/scans/en/6e/172.jpg
SetInfo:7ED|Rare|http://magiccards.info/scans/en/7e/178.jpg
End
- Code: Select all
Name:Two-Headed Dragon
ManaCost:4 R R
Types:Creature Dragon
Text:no text
PT:4/4
K:Flying
AddKeyword$ CARDNAME can't be blocked except by two or more creatures. | Description$ CARDNAME has "This creature can't be blocked except by two
or more creatures."
SVar:Pump:AB$ Pump | Cost$ 1 R | NumAtt$ +2 | SpellDescription$ CARDNAME gets +2/+0 until end of turn.
SVar:PlayMain1:TRUE
SVar:Rarity:Rare
SVar:Picture:http://www.wizards.com/global/images/magic/general/two_headed_dragon.jpg
SetInfo:MMQ|Rare|http://magiccards.info/scans/en/mm/221.jpg
SetInfo:8ED|Rare|http://magiccards.info/scans/en/8e/229.jpg
End
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Half-Implemented Cards
by mark » 05 Apr 2012, 08:05
I tried to implement Tree of Redemption, but there are two things that I don't know how to resolve:
1. I have to choose a player but it has always to be the controller, I guess ("your life total").
2. After tapping and selecting me, nothing happens, except that the card is tapped; my life was 16 as before, the card still 0/13. Does exchange life only work between players?
Magus of the Mirror is a similar card, that is already in forge
1. I have to choose a player but it has always to be the controller, I guess ("your life total").
2. After tapping and selecting me, nothing happens, except that the card is tapped; my life was 16 as before, the card still 0/13. Does exchange life only work between players?
Magus of the Mirror is a similar card, that is already in forge
- Code: Select all
Name:Tree of Redemption
ManaCost:3 G
Types:Creature Plant
Text:no text
PT:0/13
K:Defender
A:AB$ ExchangeLife | Cost$ T | ValidTgts$ Player | PlayerTurn$ True | SpellDescription$ Exchange your life total with Tree of Redemption's toughness.
SVar:RemAIDeck:True
SVar:Rarity:Mythic
SVar:Picture:http://magiccards.info/scans/en/isd/207.jpg
SetInfo:ISD|Mythic|http://magiccards.info/scans/en/isd/207.jpg
Oracle:Defender\n{T}: Exchange your life total with Tree of Redemption's toughness.
End
Re: Half-Implemented Cards
by friarsol » 05 Apr 2012, 12:15
Hey mark,mark wrote:I tried to implement Tree of Redemption, but there are two things that I don't know how to resolve:
1. I have to choose a player but it has always to be the controller, I guess ("your life total").
2. After tapping and selecting me, nothing happens, except that the card is tapped; my life was 16 as before, the card still 0/13. Does exchange life only work between players?
This looks like a card development question, which really belongs in that thread viewtopic.php?f=52&t=3760
ExchangeLife wasn't created for exchanging life of non-player objects. So basically when you active your script, you are exchanging your life with your life (so nothing appears to happen). Basically what needs to happen is you record your current toughness (which I don't know if we have anything to do that). Assign its toughness to be the same as your current life total. Then assign your current life total to be the same as the recorded toughness.
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Re: Half-Implemented Cards
by moomarc » 06 Apr 2012, 20:35
I just added a working version to svn.friarsol wrote:Hey mark,mark wrote:I tried to implement Tree of Redemption, but there are two things that I don't know how to resolve:
1. I have to choose a player but it has always to be the controller, I guess ("your life total").
2. After tapping and selecting me, nothing happens, except that the card is tapped; my life was 16 as before, the card still 0/13. Does exchange life only work between players?
This looks like a card development question, which really belongs in that thread viewtopic.php?f=52&t=3760
ExchangeLife wasn't created for exchanging life of non-player objects. So basically when you active your script, you are exchanging your life with your life (so nothing appears to happen). Basically what needs to happen is you record your current toughness (which I don't know if we have anything to do that). Assign its toughness to be the same as your current life total. Then assign your current life total to be the same as the recorded toughness.

-Marc
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Re: Half-Implemented Cards
by squee1968 » 19 Apr 2012, 00:38
I'm posting this here because I don't believe it will be accepted into Forge. It works, but it doesn't work exactly how it would according to the oracle wording of the card. I had to switch which target was chosen first, because unless controller pays 1 doesn't work within subabilities.
- Code: Select all
Name:Withdraw
ManaCost:U U
Types:Instant
Text:no text
A:SP$ ChangeZone | Cost$ U U | ValidTgts$ Creature | TgtPrompt$ Select target creature to return unless it's controller pays 1 | Origin$ Battlefield | Destination$ Hand | UnlessCost$ 1 | UnlessPayer$ TargetedController | Subability$ DBBounce | SpellDescription$ Return target creature to its owner's hand unless its controller pays {1}. Then return another target creature to its owner's hand.
SVar:DBBounce:DB$ ChangeZone | ValidTgts$ Creature | TgtPrompt$ Select target creature | Origin$ Battlefield | Destination$ Hand
SVar:RemAIDeck:True
SVar:Rarity:Common
SVar:Picture:http://www.wizards.com/global/images/magic/general/withdraw.jpg
End
Last edited by squee1968 on 19 Apr 2012, 08:08, edited 1 time in total.
Re: Half-Implemented Cards
by moomarc » 19 Apr 2012, 07:43
Thanks Squee. You just need to change the subability to a DB otherwise it'll crash Forge.squee1968 wrote:I'm posting this here because I don't believe it will be accepted into Forge. It works, but it doesn't work exactly how it would according to the oracle wording of the card. I had to switch which target was chosen first, because unless controller pays 1 doesn't work within subabilities.
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Re: Half-Implemented Cards
by Milod » 26 Apr 2012, 17:15
can some1 pleaze make half working Somberwald_Sage
thanks
thanks

Re: Half-Implemented Cards
by friarsol » 26 Apr 2012, 17:20
Did you try it yourself? It would basically be half-birds of paradise and half-gilded lotus, with all the values fixed.Milod wrote:can some1 pleaze make half working Somberwald_Sage
thanks
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