Changes to some game modes I created and fixes to primitives
Some minor changes to some game modes, by the way, can we make it easier to unlock the random modes?
This commit is contained in:
@@ -20321,7 +20321,7 @@ toughness=3
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[/card]
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[card]
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name=Cliffside Lookout
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auto={4}{W}:1/1 all(creature|mybattlefield) ueot
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auto={4}{W}:all(creature|mybattlefield) 1/1 ueot
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text={4}{W}: Creatures you control get +1/+1 until end of turn.
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mana={W}
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type=Creature
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@@ -27705,22 +27705,22 @@ toughness=1
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[/card]
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[card]
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name=Deepwood Elder
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auto={1}{G}{G}{T}:name(x = 1) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(land)
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auto={2}{G}{G}{T}:name(x = 2) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<2>land)
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auto={3}{G}{G}{T}:name(x = 3) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<3>land)
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auto={4}{G}{G}{T}:name(x = 4) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<4>land)
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auto={5}{G}{G}{T}:name(x = 5) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<5>land)
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auto={6}{G}{G}{T}:name(x = 6) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<6>land)
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auto={7}{G}{G}{T}:name(x = 7) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<7>land)
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auto={8}{G}{G}{T}:name(x = 8) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<8>land)
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auto={9}{G}{G}{T}:name(x = 9) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<9>land)
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auto={10}{G}{G}{T}:name(x = 10) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<10>land)
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auto={11}{G}{G}{T}:name(x = 11) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<11>land)
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auto={12}{G}{G}{T}:name(x = 12) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<12>land)
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auto={13}{G}{G}{T}:name(x = 13) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<13>land)
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auto={14}{G}{G}{T}:name(x = 14) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<14>land)
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auto={15}{G}{G}{T}:name(x = 15) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<15>land)
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auto={16}{G}{G}{T}:name(x = 16) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<16>land)
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auto={1}{G}{G}{T}{D(*|myhand)}:name(x = 1) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(land)
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auto={2}{G}{G}{T}{D(*|myhand)}:name(x = 2) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<2>land)
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auto={3}{G}{G}{T}{D(*|myhand)}:name(x = 3) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<3>land)
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auto={4}{G}{G}{T}{D(*|myhand)}:name(x = 4) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<4>land)
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auto={5}{G}{G}{T}{D(*|myhand)}:name(x = 5) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<5>land)
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auto={6}{G}{G}{T}{D(*|myhand)}:name(x = 6) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<6>land)
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auto={7}{G}{G}{T}{D(*|myhand)}:name(x = 7) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<7>land)
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auto={8}{G}{G}{T}{D(*|myhand)}:name(x = 8) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<8>land)
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auto={9}{G}{G}{T}{D(*|myhand)}:name(x = 9) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<9>land)
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auto={10}{G}{G}{T}{D(*|myhand)}:name(x = 10) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<10>land)
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auto={11}{G}{G}{T}{D(*|myhand)}:name(x = 11) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<11>land)
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auto={12}{G}{G}{T}{D(*|myhand)}:name(x = 12) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<12>land)
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auto={13}{G}{G}{T}{D(*|myhand)}:name(x = 13) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<13>land)
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auto={14}{G}{G}{T}{D(*|myhand)}:name(x = 14) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<14>land)
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auto={15}{G}{G}{T}{D(*|myhand)}:name(x = 15) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<15>land)
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auto={16}{G}{G}{T}{D(*|myhand)}:name(x = 16) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<16>land)
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text={X}{G}{G}, {T}, Discard a card: X target lands become Forests until end of turn.
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mana={G}{G}
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type=Creature
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@@ -29135,7 +29135,7 @@ toughness=1
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[/card]
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[card]
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name=Devout Witness
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auto={W}{T}{D(*|myhand)}:destroy target(artifact,enchantment)
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auto={1}{W}{T}{D(*|myhand)}:destroy target(artifact,enchantment)
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text={1}{W}, {T}, Discard a card: Destroy target artifact or enchantment.
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mana={2}{W}
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type=Creature
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@@ -29145,6 +29145,7 @@ toughness=2
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[/card]
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[card]
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name=Dewdrop Spy
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abilities=flash, flying
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aicode=activate name(look) donothing
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auto=target(player) name(target player) reveal:1 optionone name(Look) target(*|reveal) doNothing optiononeend optiontwo all(*|reveal) moveto(ownerlibrary) optiontwoend revealend
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text=Flash -- Flying -- When Dewdrop Spy enters the battlefield, look at the top card of target player's library.
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@@ -40416,6 +40417,7 @@ type=Sorcery
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[/card]
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[card]
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name=Final-Sting Faerie
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abilities=flying
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auto=aslongas(creature[damaged]|battlefield) destroy target(creature[damaged]) oneshot
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text=Flying -- When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.
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mana={3}{B}
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@@ -41860,8 +41862,8 @@ toughness=2
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[card]
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name=Flood Plain
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auto=tap(noevent)
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aicode=activate moveTo(myBattlefield) target(*[forest;plains]|myLibrary)
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auto={T}{S}:name(search card) reveal:plibrarycount optionone name(choose card) target(*[forest;plains]|reveal) moveto(ownerlibrary) and!( becomes(tobecast) ueot )! optiononeend optiontwo name(put back) target(<1>*|reveal) moveto(ownerlibrary) and!( all(*|reveal) moveto(ownerlibrary) and!(shuffle)! )! optiontwoend afterrevealed all(tobecast|mylibrary) moveto(ownerlibrary) and!(moveto(ownerbattlefield))! afterrevealedend revealend
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aicode=activate moveTo(myBattlefield) target(*[island;plains]|myLibrary)
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auto={T}{S}:name(search card) reveal:plibrarycount optionone name(choose card) target(*[island;plains]|reveal) moveto(ownerlibrary) and!( becomes(tobecast) ueot )! optiononeend optiontwo name(put back) target(<1>*|reveal) moveto(ownerlibrary) and!( all(*|reveal) moveto(ownerlibrary) and!(shuffle)! )! optiontwoend afterrevealed all(tobecast|mylibrary) moveto(ownerlibrary) and!(moveto(ownerbattlefield))! afterrevealedend revealend
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text=Flood Plain enters the battlefield tapped. -- {T}, Sacrifice Flood Plain: Search your library for a Plains or Island card and put it onto the battlefield. Then shuffle your library.
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type=Land
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[/card]
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@@ -44756,11 +44758,11 @@ type=Artifact
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[/card]
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[card]
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name=Gauntlet of Power
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auto=choice name(green) all(this) transforms((,newability[lord(creature[green]|battlefield) 1/1],newability[lord(forest[basic]|battlefield) producecolor:green])) forever
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auto=choice name(blue) all(this) transforms((,newability[lord(creature[blue]|battlefield) 1/1],newability[lord(island[basic]|battlefield) producecolor:blue])) forever
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auto=choice name(red) all(this) transforms((,newability[lord(creature[red]|battlefield) 1/1],newability[lord(mountain[basic]|battlefield) producecolor:red])) forever
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auto=choice name(black) all(this) transforms((,newability[lord(creature[black]|battlefield) 1/1],newability[lord(swamp[basic]|battlefield) producecolor:black])) forever
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auto=choice name(white) all(this) transforms((,newability[lord(creature[white]|battlefield) 1/1],newability[lord(plains[basic]|battlefield) producecolor:white])) forever
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auto=choice name(green) all(this) transforms((,newability[lord(creature[green]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:green])) forever
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auto=choice name(blue) all(this) transforms((,newability[lord(creature[blue]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:blue])) forever
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auto=choice name(red) all(this) transforms((,newability[lord(creature[red]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:red])) forever
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auto=choice name(black) all(this) transforms((,newability[lord(creature[black]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:black])) forever
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auto=choice name(white) all(this) transforms((,newability[lord(creature[white]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:white])) forever
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text=As Gauntlet of Power enters the battlefield, choose a color. -- Creatures of the chosen color get +1/+1. -- Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool (in addition to the mana the land produces).
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mana={5}
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type=Artifact
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@@ -68654,7 +68656,7 @@ toughness=13
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name=Ludevic's Test Subject
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abilities=defender
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auto={1}{U}:counter(0/0,1,Hatchling)
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auto=this(counter{0/0.1.Hatchling}>4) removeallcounters(0/0,1,Hatchling) && flip(Ludevic's Abomination)
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auto=@counteradded(0/0,1,Hatchling) from(this):this(counter{0/0.5.Hatchling}) removeallcounters(0/0,1,Hatchling) && flip(Ludevic's Abomination)
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text={1}{U}: Put a hatchling counter on Ludevic's Test Subject. Then if there are five or more hatchling counters on it, remove all of them and transform it.
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mana={1}{U}
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type=Creature
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@@ -70162,9 +70164,8 @@ type=Artifact
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[/card]
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[card]
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name=Mana Echoes
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auto=@movedTo(creature|myBattlefield):may name(Add {C} for each creature that shares...) all(trigger) transforms((,newability[foreach(*[creature;share!types!]|mybattlefield) add{1} oneshot]))
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auto=@movedTo(creature|opponentBattlefield):may name(Add {C} for each creature that shares...) all(trigger) transforms((,newability[foreach(*[creature;share!types!]|opponentbattlefield) add{1} opponent oneshot]))
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text=Whenever a creature enters the battlefield, you may add {C} to your mana pool for each creature you control that shares a creature type with it.
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auto=lord(creature) transforms((,newability[foreach(creature[share!types!]|mybattlefield) add{1} oneshot]))
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text=Whenever a creature enters the battlefield, you may add {1} to your mana pool for each creature you control that shares a creature type with it.
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mana={2}{R}{R}
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type=Enchantment
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[/card]
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@@ -73566,7 +73567,6 @@ type=Sorcery
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[/card]
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[card]
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name=Mina and Denn, Wildborn
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abilities=trample
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auto=maxPlay(land)+1
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auto={r}{g}{h(land|mybattlefield)}:target(creature) trample ueot
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text=You may play an additional land on each of your turns. -- {R}{G}, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
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@@ -88933,6 +88933,7 @@ type=Artifact
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[card]
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name=Prophetic Ravings
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target=creature
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auto=teach(creature) haste
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auto=teach(creature) {t}{d(*|myhand)}:draw:1
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text=Enchant creature -- Enchanted creature has haste and "{T}, Discard a card: Draw a card."
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mana={R}
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@@ -116667,7 +116668,7 @@ type=Instant
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[/card]
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[card]
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name=Sylvan Safekeeper
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auto={S(land|myBattlefield)}:shroud target(creature)
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auto={S(land|myBattlefield)}:shroud target(creature|myBattlefield)
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text=Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
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mana={G}
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type=Creature
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@@ -134019,6 +134020,7 @@ toughness=6
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[/card]
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[card]
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name=Wind-Kin Raiders
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abilities=flying
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other={improvise} name(Improvise)
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text=Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) -- Flying
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mana={4}{U}{U}
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