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Duels of the Planeswalkers 2013

New decks and cards for Stainless Games' release

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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 18 Jun 2012, 16:26

Even if it worked as you say, it would be an improvement against what we have in DotP2012, where MANA_ABILITY can't produce a variable amount of mana, and if you code Sol Ring with only one MANA_ABILITY that produces {2}, you can pay {1} infinite times because it doesn't get tapped.
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 19 Jun 2012, 10:01

Steam says the unlock time is one day and 7 hours from now, so 20:00 in the U.K. unless they've rounded it by most of an hour. No idea whether that applies to other countries...
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Re: Duels of the Planeswalkers 2013

Postby GamerXYZ0 » 19 Jun 2012, 21:34

If you guys are interested in all the cards that are in the game, all the decklists are now up on the Wizards forums: http://community.wizards.com/go/forum/v ... neswalkers

One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 19 Jun 2012, 21:48

GamerXYZ0 wrote:One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
When there was a target to select, it was achieved with filter:May() (which enabled the OK button for saying "I'm OK like this, I won't choose anything"). With no targets, for abilities where the choice was important, I added a multiple choice.

EDIT: Does Awakener Druid mean they lifted all the restrictions on basic lands? I really hope so!
And does Gempalm Incinerator mean we finally got abilities from hand? I hope it's not hard-coded like flashback.
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Re: Duels of the Planeswalkers 2013

Postby alexandreonly » 19 Jun 2012, 23:23

GamerXYZ0 wrote:If you guys are interested in all the cards that are in the game, all the decklists are now up on the Wizards forums: http://community.wizards.com/go/forum/v ... neswalkers

One thing you'll probably love for your custom cards: "may" is NOT "must" anymore. No idea if you had a fix for that, but in case not: lots of cards will finally work properly now.
Fuck, no infect again???
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 20 Jun 2012, 01:40

I don't see infect either. That new Poison badge might represent the infect ability though, or at least might be able to be coerced to do so.
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Re: Duels of the Planeswalkers 2013

Postby alexandreonly » 20 Jun 2012, 01:47

MisterBenn wrote:I don't see infect either. That new Poison badge might represent the infect ability though, or at least might be able to be coerced to do so.
I'm sorry, but that poison badge is probably the poisonous ability: http://magiccards.info/fut/en/155.html
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 20 Jun 2012, 03:34

Interesting, I've only played the DOTP games and have never come across Poisonous before. Am I right in saying that the Poisonous poison counters are the equivalent to those created by Infect? If so then that's fine for making an infect deck either way.
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Re: Duels of the Planeswalkers 2013

Postby pcastellazzi » 20 Jun 2012, 05:50

Infect can be understood as a combination of two abilities, poisonous (damage to players as poison counters) and wither (damage to creatures as -1/-1 counters).

Wither can be implemented in DOTP games using triggers as Parsee shown us with his implementation of Twinblade Slasher (check this DLC).

The poisonous part always eluded us because there was no way to add a wining/losing condition to the game based on poison counters. Being this added we could hope some modder add a deck or two with infect as strategy.

Personally i would like to see advances in mana abilities. May be is just my view, but multicolored decks are a norm, more than an exception. I dont understand why they did not add any kind of dual lands to the game.
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Re: Duels of the Planeswalkers 2013

Postby pcastellazzi » 20 Jun 2012, 06:11

thefiremind wrote:Even if it worked as you say, it would be an improvement against what we have in DotP2012, where MANA_ABILITY can't produce a variable amount of mana, and if you code Sol Ring with only one MANA_ABILITY that produces {2}, you can pay {1} infinite times because it doesn't get tapped.
Did you try with <PRODUCE amount="{2}" />? By mistake i once wrote <PRODUCE amount="{R}{G}" /> and it did work out.
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Re: Duels of the Planeswalkers 2013

Postby pcastellazzi » 20 Jun 2012, 06:25

Pesi wrote:http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/td/199

They tell us that Cathedral of War is in Dotp2013. It is extremely good news that they are now willing to include nonbasic lands that generate mana (with some restrictions).

This gives me hope that the following lands might make an appearance, or at least be easily make-able:
Blasted Landscape
Darksteel Citadel
Glimmerpost
Gods' Eye, Gate to the Reikai
Reliquary Tower
Seraph Sanctuary
Except the one with cycling all can be coded in DOTP2012. What you really can not do is something like Drowned Catacomb or Tolarian Academy because the scripting API does not allow dynamic mana generation. Static mana generation can be achieved with a MANA_ABILITY block, look at Mox Sapphire for a sample. Also if i remember correctly some of them are already on Kev's DLC.

As i discovered recently, the trick to make them work is to change the order of the ability cost, ie. if the ability say "x, tap" code it "tap, x" to avoid the engine to tap the land with the ability as part of its own ability cost.
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 20 Jun 2012, 08:40

pcastellazzi wrote:Wither can be implemented in DOTP games using triggers as Parsee shown us with his implementation of Twinblade Slasher (check this DLC).
I have Persee's DLC but I can't seem to find that card, maybe I didn't download the latest update, anyway I think he did it with nabeshin's idea, which is still not the real deal, because the creature with infect clears all the damage on the victim before putting the -1/-1 counters and not only the damage it dealt (which would be impossible to achieve in DotP2012 anyway), so if a 4/4 blocks my 2/2 with infect, and I play a Shock on the 4/4 before the combat damage is dealt, the Shock damage will be cleared as well, and the 4/4 will be an alive 2/2 at the end of combat.

pcastellazzi wrote:Did you try with <PRODUCE amount="{2}" />? By mistake i once wrote <PRODUCE amount="{R}{G}" /> and it did work out.
It seems to work well, but find a card where you can pay {1} infinite times (for firebreathing or regeneration or something like that), and let Sol Ring be the only available mana source remaining. You'll notice that, as long as you only pay {1} at a time, Sol Ring will never be tapped. The only way to fix it is to make 2 mana abilities each producing {1}. This should hopefully change in DotP2013, otherwise Cloudpost would be terribly bugged.
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 20 Jun 2012, 15:16

I'm surprised to hear that there are problems with Wither. I don't think I made a wither card for 2012 but I made the Midnight Banshee in the previous DOTP and I don't remember having problems with it. I just had it set against the trigger for a creature dealing combat damage, overrode the damage and placed the counters instead. Isn't the same possible in 2012 or is there more to it than I realise?

BTW don't know what's going on with the Steam timer (or perhaps my calculation yesterday) but Steam now says the game unlocks in 2 hours...
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Re: Duels of the Planeswalkers 2013

Postby thefiremind » 20 Jun 2012, 16:42

MisterBenn wrote:I just had it set against the trigger for a creature dealing combat damage, overrode the damage and placed the counters instead. Isn't the same possible in 2012 or is there more to it than I realise?
I started making wither this way, too, but then I realized it was wrong. If you look at the rules for wither, they state that the damage is dealt, but then it's replaced with -1/-1 counters. So wither should be able to trigger things like "when [...] deals combat damage": if you set the damage to 0 while overriding, it won't happen.
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Re: Duels of the Planeswalkers 2013

Postby MisterBenn » 20 Jun 2012, 17:26

Ah I see. In other news 2013 just unlocked on Steam here.
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