# Important note: # Macros are *global*, it doesn't matter where they are defined # Macro names are case insensitive, and the replacement algorithm does an exact match inside a string # it means that if you have a macro named MACRO and a macro named MACRO2, you'll run into trouble because MACRO2 will match MACRO # Because of that, you need to use a unique delimiter at the beginning and the end of a macro, I personally use "__" # # Limitations: parameter inside macro must not contain ")" # Standard Cycling #AUTO_DEFINE __CYCLING__($cost) $cost{cycle}:name(cycling) draw:1 # Basic Landcycling #AUTO_DEFINE __BASIC_LANDCYCLING__($cost) $cost{cycle}:name(basic landcycling) moveTo(myhand) target(land[basic]|mylibrary) # Dies, Evergreen #AUTO_DEFINE _DIES_ @movedTo(this|graveyard) from(battlefield): # Training #AUTO_DEFINE _TRAINING_ @combat(attacking) source(this) restriction{trainer}:name(Training) dotrain # Partner #AUTO_DEFINE _PARTNER_ may name(Put partner in hand) moveto(myhand) target(*[partname]|mylibrary) # Goad #AUTO_DEFINE _GOAD_ transforms((,newability[counter(0/0.1.Goaded)],newability[this(counter{0/0.1.Goaded}>0) mustattack],newability[phaseaction[endofturn next once sourceinplay] removeallcounters(0/0.-1.Goaded)])) forever # Rebound #AUTO_DEFINE _REBOUND_ if rebound then all(this|mystack) moveto(exile) and!( transforms((,newability[@rebounded:may name(Cast rebounded card) activate castcard(normal)])) forever )! # Populate #AUTO_DEFINE _POPULATE_ name(Populate) clone notAtarget(creature[token]|myBattlefield) # Ferocious #AUTO_DEFINE _FEROCIOUS_ if type(creature[power>=4]|myBattlefield)~morethan~0 then # Attacking #AUTO_DEFINE _ATTACKING_ @combat(attacking) source(this): # Blocked #AUTO_DEFINE _BLOCKED_ @combat(blocked,turnlimited) source(this): # Heroic #AUTO_DEFINE _HEROIC_ @targeted(this) from(*[instant;sorcery;aura]|myCastingzone): # Rally #AUTO_DEFINE _RALLY_ @movedTo(other ally|myBattlefield): # Landfall #AUTO_DEFINE _LANDFALL_ @movedTo(land|myBattlefield): # Addendum #AUTO_DEFINE _ADDENDUM_ if compare(restriction{assorcery}~morethan~0) then # Constellation #AUTO_DEFINE _CONSTELLATION_ @movedTo(enchantment|myBattlefield): # Amass, Set WAR #AUTO_DEFINE _AMASS_($c) if type(army|mybattlefield)~morethan~0 then counter(1/1,$c) notATarget(army|myBattlefield) else create(Zombie Army:creature Zombie Army:0/0:black) and!(counter(1/1,$c) notATarget(army|myBattlefield))! # Scry, Evergreen #AUTO_DEFINE _SCRY_($c) scry:$c scrycore delayed dontshow donothing scrycoreend scryend # Fabricate #AUTO_DEFINE _FABRICATE_($c) transforms((,newability[choice counter(1/1.$c)],newability[choice create(Servo:Artifact Creature Servo:1/1)*$c])) ueot # Enrage #AUTO_DEFINE _ENRAGE_ @damaged(this): # Whenever you draw your second card each turn #AUTO_DEFINE _SECOND_DRAW_ @drawof(player) restriction{compare(pdrewcount)~equalto~2}: # Adapt #AUTO_DEFINE _ADAPT_($c) this(counter{1/1}<1) transforms((,newability[counter(1/1.$c)])) forever # Battalion #AUTO_DEFINE _BATTALION_ @combat(attacking) source(this) restriction{type(other creature[attacking]|myBattlefield)~morethan~1}: # Champion #AUTO_DEFINE _CHAMPION_($Word) aslongas(other $word|myBattlefield) choice notAtarget(other $word|myBattlefield) (blink)forsrc oneshot # Metalcraft #AUTO_DEFINE _METALCRAFT_ aslongas(artifact|mybattlefield) >2 # Echo #AUTO_DEFINE _ECHO_($cost) $cost[{$c};next upkeep] sacrifice # Threshold #AUTO_DEFINE _THRESHOLD_ if type(*|mygraveyard)~morethan~6 # Splice onto Arcane #AUTO_DEFINE _SPLICEARCANE_ movedTo(*[Arcane]|myStack):may castcard(copied noevent) target(*[Arcane]|myHand) # Ripple #AUTO_DEFINE _RIPPLE_($c) autostack=if casted(this) then reveal:$c optionone name(Cast Card) target([share!name!]|reveal) moveTo(mylibrary) and!( becomes(tobecast) ueot )! optiononeend optiontwo name(put on bottom) target(<$c>*|reveal) bottomoflibrary optiontwoend afterrevealed all(tobecast|mylibrary) moveTo(myLibrary) and!( activate castcard(normal) )! afterrevealedend revealend # Recover #AUTO_DEFINE _RECOVER_($cost) @movedTo(creature|myGraveyard) from(Battlefield):may pay{$cost} name(Return to owner Hand) moveTo(ownerHand) all(this) donothing?moveTo(exile) all(this) # Clash $AUTO_DEFINE _CLASH_ Put here a code if compare the casting cost based on Erratic Explosion. Meaby it would work with a few fix # Conspire #AUTO_DEFINE _CONSPIRE_ @movedTo(this|myStak):may {T(creature|myBattlefield)}{T(creature|myBattlefield)} castcard(copied noevent) target(*|myStack) # Proliferate #AUTO_DEFINE _PROLIFERATE_ name(Proliferate) notatarget(proliferation) proliferate # Scavenge #AUTO_DEFINE _SCAVENGE_($cost) {$cost}:name(scavenge) counter(1/1,storedpower) target(creature) asSorcery # Monstrosity #AUTO_DEFINE _MONSTROSITY_($cost,$c) name(Monstrosity) this(cantargetcard(*[-monstrous]) {$cost}:becomes(monstrous) forever && counter(1/1.$c) # Outlast #AUTO_DEFINE _OUTLAST_($cost) {$cost}{$cost}:counter(1/1,1) all(this) asSorcery # Investigate token, Shadows over Innistrad SOI #AUTO_DEFINE _INVESTIGATE_ token(Clue) # Soulshift #AUTO_DEFINE _SOULSHIFT_($c) @movedTo(this|myGraveyard) from(battlefield):may moveTo(myHand) target(creature[spirit;manacost<=$c]|myGraveyard) # Ascend, Set XLN #AUTO_DEFINE _ASCEND_ if type(City's Blessing|mybattlefield)~lessthan~1 then transforms((,newability[if type(*|mybattlefield)~morethan~9 then token(City's Blessing^notrigger)])) oneshot # Effect with the City's blessing, Set XLN #AUTO_DEFINE _CITY'S_BLESSING_ aslongas(City's Blessing|mybattlefield)>0 # Monarch #AUTO_DEFINE _MONARCH_CONTROLLER_ if type(The Monarch|battlefield)~lessthan~1 then token(The Monarch) else all(The Monarch|battlefield) moveto(mybattlefield) and!( transforms((,newability[becomesmonarch controller])) forever )! #AUTO_DEFINE _MONARCH_OPPONENT_ if type(The Monarch|battlefield)~lessthan~1 then token(The Monarch) opponent else all(The Monarch|battlefield) moveto(opponentbattlefield) and!( transforms((,newability[becomesmonarch controller])) forever )! # Explore #AUTO_DEFINE _EXPLORE_ reveal:1 optionone if type(land|reveal)~lessthan~1 then transforms((,newability[counter(1/1)])) optiononeend optiontwo if type(land|reveal)~morethan~0 then name(move to Hand) target(<1>*|reveal) moveto(myHand) else transforms((,newability[Choice name(back to library) target(<1>*|reveal) moveto(mylibrary)],newability[Choice name(put into Graveyard) target(<1>*|reveal) moveto(myGraveyard)])) optiontwoend revealend limit:1 # Treasure token, Set XLN #AUTO_DEFINE _TREASURE_ token(Treasure Sur) # Historic #AUTO_DEFINE _HISTORIC_ notAtarget(*[artifact;saga;legendary]|myZones) # Mentor, still not working with enhancements, pump effects #AUTO_DEFINE _MENTOR_ @combat(attacking) source(this):counter(1/1,1) target(other creature[attacking;power<=pminus1minusend]|myBattlefield) # Surveil #AUTO_DEFINE _SURVEIL_ name(surveil) reveal:1 optionone name(put in graveyard) target(*|reveal) moveto(ownergraveyard) optiononeend optiontwo name(put in library) target(<1>*|reveal) moveto(ownerlibrary) optiontwoend revealend # Undergrowth #AUTO_DEFINE _UNDERGROWTH_ foreach(creature|myGraveyard) # Afterlife #AUTO_DEFINE _AFTERLIFE_($c) @movedTo(this|graveyard) from(battlefield):create(Spirit:Creature Spirit:1/1:white,black:flying)*$c # Riot #AUTO_DEFINE _RIOT_ movedTo(this|myBattlefield):transforms((,newability[ability$! name(Choose counter or ability) choice name(Put a +1/+1 counter) counter(1/1,1) target(creature) _ choice name(Gains Haste) haste target(creature) forever !$ controller])) # Spectacle #AUTO_DEFINE _SPECTACLE_($cost) compare(oplifelost)~morethan~0 {$cost}: # Extort #AUTO_DEFINE _EXTORT_ @movedto(*|mystack):pay({WB}) life:-1 opponent && life:1 controller # Foretell #AUTO_DEFINE _FORETELL_ {2}:name(Pay 2 and exile face-down) name(Pay 2 and exile face-down) doforetell myturnonly # Angel Token #AUTO_DEFINE _ANGELTOKEN_ create(Angel:Creature Angel:4/4:white:flying) # Beast Token #AUTO_DEFINE _BEASTTOKEN_ create(Beast:Creature Beast:3/3:green) # Elephant Token #AUTO_DEFINE _ELEPHANTTOKEN_ create(Elephant:Creature Elephant:3/3:green) # Goblin Token #AUTO_DEFINE _GOBLINTOKEN_ create(Goblin:Creature Goblin:1/1:red) # Insect Token #AUTO_DEFINE _INSECTTOKEN_ create(Insect:Creature Insect:1/1:green) # Saproling Token #AUTO_DEFINE _SAPROLINGTOKEN_ create(Saproling:creature Saproling:1/1:green) # Soldier Token #AUTO_DEFINE _SOLDIERTOKEN_ create(soldier:creature soldier:1/1:white) # Spirit Token #AUTO_DEFINE _SPIRITTOKEN_ create(Spirit:creature Spirit:1/1:white:flying) # Wolf Token #AUTO_DEFINE _WOLFTOKEN_ create(Wolf:creature Wolf:2/2:green) # Zombie Token #AUTO_DEFINE _ZOMBIETOKEN_ create(zombie:creature zombie:2/2:black)