Two example codes:
[card]
name=Alabaster Leech
auto=lord(*[white]|myhand) white:+1
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
text=White spells you cast cost {W} more to cast.
mana={W}
type=Creature
subtype=Leech
power=1
toughness=3
[/card]
[card]
name=Helm of Awakening
auto=lord(*|myhand) colorless:-1
auto=lord(*|opponenthand) colorless:-1
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
text=Spells cost {1} less to cast.
mana={2}
type=Artifact
[/card]
autoexile=all(*|myhand) resetcost
autograveyard=all(*|myhand) resetcost
autohand=all(*|myhand) resetcost
autolibrary=all(*|myhand) resetcost
----> This code section is necessary, because manacost altering cards will keep their effect even when they have left the battlefield. RESETCOST erases all alterations which have no existing source on the battlefield anymore.
2) Added the new keyword TRANSFORM, which is similar to BECOMES. The main difference is that you can change single parameters of a permanent (color,type,...).
Example codes:
[card]
name=Memnarch
auto={1}{U}{U}:target(*) transforms(artifact)
auto={3}{U}:moveTo(myBattlefield) target(arifact)
text={1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) -- {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.)
mana={7}
type=Legendary Artifact Creature
subtype=Wizard
power=4
toughness=5
[/card]
[card]
name=Dralnu's Crusade
auto=lord(goblin) 1/1
auto=lord(goblin) transforms(zombie,black)
text=Goblin creatures get +1/+1. -- All Goblins are black and are Zombies in addition to their other creature types.
mana={1}{B}{R}
type=Enchantment
[/card]
Important notes concerning TRANSFORM:
- IF YOU TARGET A CREATURE THE EFFECT IS PERMINENT.
- IF YOU TARGET THE SOURCE THE EFFECT IS UNTIL END OF TURN.
- IF YOU USE LORD THE EFFECT LAST TIL PERMINENT SOURCE LEAVES PLAY.
These restrictions will probably be changed in the near future!
3) Added 57 successfully tested cards.
Card list ---> first comment
4) Changed the name of several tokens: "()" used to cuase crashes when used in the name-line.
5) Added the new keyword NONBATTLEZONE for leaves play trigger optimizing. It can be used to replace the phrase "EXILE,GRAVEYARD,HAND,LIBRARY".
I will add tests for test suite in one of the next revisions!!
####### TEST SUITE PROVEN ########
Most of the cards are based on the last adds by salmelo, while some few cards could have been added for half a year or more.
2 weeks of intensive testing are over, and I think all cards will do what they should but if you still find something discussable after testing them by yourself, plz post it here!
Card list -> First post.
All cards have been tested successfully.
This update contains 2 card groups:
1) Creatures which get a certain power- and or toughness bonus when blocking and/or being blocked. This includes
2) Creatures with "bushido". Works 100%!
This update contents:
1. Creatures which get a certain power- and/or toughness-bonus when attacking or blocking.
2. Creatures which leave the battlefield at end of combat after having attacked or blocked.
3. Clockwork-"family" from Mirrodin.
After weeks of hard work, I can proudly present you this huge package of cards, based only on already existing card code elements.
Some examples and important notes:
- Cards that get buried if you don't fulfill a condition
1. when they enter the battlefield (Hidden Horror[WEL]; Mercenary Knight, Thundering Wurm [both POR])
2. during your upkeep (Endless Wurm[USG]).
- Cards that allow to draw a card, then discard a card when entering the battlefield or damaging an opponent (Owl Familiar[POR], Looter il-Kor[TSP]).
IMPORTANT NOTE: Those cards work only correctly because the draw effect resolves before the discard effect.
Instants and Sorceries with such effects or permanents that have an activation cost for drawing, then discarding a card won't work because the two effects don't trigger in the correct order.
- Land cycle from Visions and Planeshift (both very puzzling, but working perfectly!)
I also updated World enchantments (tested & working, see rules for them in Gatherer!)
Several card fixes.
If you have any questions, post them! ;)
- IMPORTANT: Legendary is not an ability anymore, creating cards with super types should be much more natural. You can now say "type=Snow Land", and stuff like that. No backward compatibility!!!
Crosswinds (USG) - wrong manacost, also copy/pasted to the wrong position in the file
Akroma's Blessing (ONS) - cycling was in an auto= rule instead of an autohand= rule
Riptide Crab (INV) - was missing vigilance
Thanks to Raphael_Carlo for the bug reports
- Added @damaged works fine (tested with thieving magpie), please test your additions if you plan to add some cards with this keyword and report if buggy. As the other trigger, you cannot have a target unless there is a may ability.
- Added 2 cards to 10E - Reminisce and Thieving Magpie both tested and working.
- Added 2 cards to LEG - Jovial Evil and Spiritual Sanctuary (not tested yet) but should work.
- opponentshroud small bug fix
- added "kicker=" line and "kicker" auto keyword. See Vines of Vastwood (ZEN) for an example. WARNING: kicker= line has to be AFTER "mana=" line
- daily build