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:
Eduardo
2020-09-09 22:47:21 -05:00
parent 4bc339e82b
commit 612be9737d
6 changed files with 116 additions and 116 deletions
+33 -31
View File
@@ -20321,7 +20321,7 @@ toughness=3
[/card]
[card]
name=Cliffside Lookout
auto={4}{W}:1/1 all(creature|mybattlefield) ueot
auto={4}{W}:all(creature|mybattlefield) 1/1 ueot
text={4}{W}: Creatures you control get +1/+1 until end of turn.
mana={W}
type=Creature
@@ -27705,22 +27705,22 @@ toughness=1
[/card]
[card]
name=Deepwood Elder
auto={1}{G}{G}{T}:name(x = 1) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(land)
auto={2}{G}{G}{T}:name(x = 2) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<2>land)
auto={3}{G}{G}{T}:name(x = 3) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<3>land)
auto={4}{G}{G}{T}:name(x = 4) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<4>land)
auto={5}{G}{G}{T}:name(x = 5) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<5>land)
auto={6}{G}{G}{T}:name(x = 6) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<6>land)
auto={7}{G}{G}{T}:name(x = 7) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<7>land)
auto={8}{G}{G}{T}:name(x = 8) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<8>land)
auto={9}{G}{G}{T}:name(x = 9) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<9>land)
auto={10}{G}{G}{T}:name(x = 10) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<10>land)
auto={11}{G}{G}{T}:name(x = 11) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<11>land)
auto={12}{G}{G}{T}:name(x = 12) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<12>land)
auto={13}{G}{G}{T}:name(x = 13) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<13>land)
auto={14}{G}{G}{T}:name(x = 14) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<14>land)
auto={15}{G}{G}{T}:name(x = 15) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<15>land)
auto={16}{G}{G}{T}:name(x = 16) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<16>land)
auto={1}{G}{G}{T}{D(*|myhand)}:name(x = 1) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(land)
auto={2}{G}{G}{T}{D(*|myhand)}:name(x = 2) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<2>land)
auto={3}{G}{G}{T}{D(*|myhand)}:name(x = 3) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<3>land)
auto={4}{G}{G}{T}{D(*|myhand)}:name(x = 4) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<4>land)
auto={5}{G}{G}{T}{D(*|myhand)}:name(x = 5) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<5>land)
auto={6}{G}{G}{T}{D(*|myhand)}:name(x = 6) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<6>land)
auto={7}{G}{G}{T}{D(*|myhand)}:name(x = 7) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<7>land)
auto={8}{G}{G}{T}{D(*|myhand)}:name(x = 8) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<8>land)
auto={9}{G}{G}{T}{D(*|myhand)}:name(x = 9) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<9>land)
auto={10}{G}{G}{T}{D(*|myhand)}:name(x = 10) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<10>land)
auto={11}{G}{G}{T}{D(*|myhand)}:name(x = 11) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<11>land)
auto={12}{G}{G}{T}{D(*|myhand)}:name(x = 12) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<12>land)
auto={13}{G}{G}{T}{D(*|myhand)}:name(x = 13) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<13>land)
auto={14}{G}{G}{T}{D(*|myhand)}:name(x = 14) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<14>land)
auto={15}{G}{G}{T}{D(*|myhand)}:name(x = 15) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<15>land)
auto={16}{G}{G}{T}{D(*|myhand)}:name(x = 16) ueot loseabilities && losesubtypesof(land) && transforms((forest)) target(<16>land)
text={X}{G}{G}, {T}, Discard a card: X target lands become Forests until end of turn.
mana={G}{G}
type=Creature
@@ -29135,7 +29135,7 @@ toughness=1
[/card]
[card]
name=Devout Witness
auto={W}{T}{D(*|myhand)}:destroy target(artifact,enchantment)
auto={1}{W}{T}{D(*|myhand)}:destroy target(artifact,enchantment)
text={1}{W}, {T}, Discard a card: Destroy target artifact or enchantment.
mana={2}{W}
type=Creature
@@ -29145,6 +29145,7 @@ toughness=2
[/card]
[card]
name=Dewdrop Spy
abilities=flash, flying
aicode=activate name(look) donothing
auto=target(player) name(target player) reveal:1 optionone name(Look) target(*|reveal) doNothing optiononeend optiontwo all(*|reveal) moveto(ownerlibrary) optiontwoend revealend
text=Flash -- Flying -- When Dewdrop Spy enters the battlefield, look at the top card of target player's library.
@@ -40416,6 +40417,7 @@ type=Sorcery
[/card]
[card]
name=Final-Sting Faerie
abilities=flying
auto=aslongas(creature[damaged]|battlefield) destroy target(creature[damaged]) oneshot
text=Flying -- When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.
mana={3}{B}
@@ -41860,8 +41862,8 @@ toughness=2
[card]
name=Flood Plain
auto=tap(noevent)
aicode=activate moveTo(myBattlefield) target(*[forest;plains]|myLibrary)
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
aicode=activate moveTo(myBattlefield) target(*[island;plains]|myLibrary)
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
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.
type=Land
[/card]
@@ -44756,11 +44758,11 @@ type=Artifact
[/card]
[card]
name=Gauntlet of Power
auto=choice name(green) all(this) transforms((,newability[lord(creature[green]|battlefield) 1/1],newability[lord(forest[basic]|battlefield) producecolor:green])) forever
auto=choice name(blue) all(this) transforms((,newability[lord(creature[blue]|battlefield) 1/1],newability[lord(island[basic]|battlefield) producecolor:blue])) forever
auto=choice name(red) all(this) transforms((,newability[lord(creature[red]|battlefield) 1/1],newability[lord(mountain[basic]|battlefield) producecolor:red])) forever
auto=choice name(black) all(this) transforms((,newability[lord(creature[black]|battlefield) 1/1],newability[lord(swamp[basic]|battlefield) producecolor:black])) forever
auto=choice name(white) all(this) transforms((,newability[lord(creature[white]|battlefield) 1/1],newability[lord(plains[basic]|battlefield) producecolor:white])) forever
auto=choice name(green) all(this) transforms((,newability[lord(creature[green]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:green])) forever
auto=choice name(blue) all(this) transforms((,newability[lord(creature[blue]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:blue])) forever
auto=choice name(red) all(this) transforms((,newability[lord(creature[red]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:red])) forever
auto=choice name(black) all(this) transforms((,newability[lord(creature[black]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:black])) forever
auto=choice name(white) all(this) transforms((,newability[lord(creature[white]|battlefield) 1/1],newability[lord(*[basic]|battlefield) producecolor:white])) forever
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).
mana={5}
type=Artifact
@@ -68654,7 +68656,7 @@ toughness=13
name=Ludevic's Test Subject
abilities=defender
auto={1}{U}:counter(0/0,1,Hatchling)
auto=this(counter{0/0.1.Hatchling}>4) removeallcounters(0/0,1,Hatchling) && flip(Ludevic's Abomination)
auto=@counteradded(0/0,1,Hatchling) from(this):this(counter{0/0.5.Hatchling}) removeallcounters(0/0,1,Hatchling) && flip(Ludevic's Abomination)
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.
mana={1}{U}
type=Creature
@@ -70162,9 +70164,8 @@ type=Artifact
[/card]
[card]
name=Mana Echoes
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]))
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]))
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.
auto=lord(creature) transforms((,newability[foreach(creature[share!types!]|mybattlefield) add{1} oneshot]))
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.
mana={2}{R}{R}
type=Enchantment
[/card]
@@ -73566,7 +73567,6 @@ type=Sorcery
[/card]
[card]
name=Mina and Denn, Wildborn
abilities=trample
auto=maxPlay(land)+1
auto={r}{g}{h(land|mybattlefield)}:target(creature) trample ueot
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.
@@ -88933,6 +88933,7 @@ type=Artifact
[card]
name=Prophetic Ravings
target=creature
auto=teach(creature) haste
auto=teach(creature) {t}{d(*|myhand)}:draw:1
text=Enchant creature -- Enchanted creature has haste and "{T}, Discard a card: Draw a card."
mana={R}
@@ -116667,7 +116668,7 @@ type=Instant
[/card]
[card]
name=Sylvan Safekeeper
auto={S(land|myBattlefield)}:shroud target(creature)
auto={S(land|myBattlefield)}:shroud target(creature|myBattlefield)
text=Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
mana={G}
type=Creature
@@ -134019,6 +134020,7 @@ toughness=6
[/card]
[card]
name=Wind-Kin Raiders
abilities=flying
other={improvise} name(Improvise)
text=Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) -- Flying
mana={4}{U}{U}