# 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) $cost{cycle}:name(basic landcycling) moveTo(myhand) target(land[basic]|mylibrary) # Dies, Evergreen #AUTO_DEFINE _DIES_ @movedTo(this|graveyard) from(battlefield): # Scry, Evergreen #AUTO_DEFINE _SCRY_($c) scry:$c scrycore delayed dontshow donothing scrycoreend scryend # Rampage #AUTO_DEFINE _RAMPAGE_($c) @combat(blocked) source(this):foreach(<>=1>creature[blocking]|opponentBattlefield) $c/$c ueot # Echo #AUTO_DEFINE _ECHO_($cost) $cost[{$c};next upkeep] sacrifice # Threshold #AUTO_DEFINE _THRESHOLD_ aslongas(*|myGraveyard) >6 # Affinity #AUTO_DEFINE _AFFINITY_($Word) anyzone=foreach($Word|myZones) altercost(-1,colorless) # Bushido #AUTO_DEFINE _BUSHIDO_($c) @combat(blocking,blocked) source(this): $c/$c ueot # Soulshift #AUTO_DEFINE _SOULSHIFT_($c) @movedTo(this|myGraveyard) from(battlefield):may moveTo(myHand) target(creature[spirit;manacost<=$c]|myGraveyard) # 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{$cost} name(Return to owner Hand) moveTo(ownerHand) all(this) donothing?moveTo(exile) all(this) # Champion #AUTO_DEFINE _CHAMPION_($Word) aslongas(other $word|myBattlefield) choice notAtarget(other $word|myBattlefield) (blink)forsrc oneshot # Evoke #AUTO_DEFINE _EVOKE_($cost) {$cost}:sacrifice # Clash $AUTO_DEFINE _CLASH_ Put here a code if compare the casting cost based on Erratic Explosion. Meaby it would work with a few fix # Conspire #AUTO_DEFINE _CONSPIRE_ @movedTo(this|myStak):may {T(creature|myBattlefield)}{T(creature|myBattlefield)} castcard(copied noevent) target(*|myStack) # Metalcraft #AUTO_DEFINE _METALCRAFT_ aslongas(artifact|mybattlefield) >2 # Proliferate #AUTO_DEFINE _PROLIFERATE_ name(Proliferate) notatarget(*[artifact;creature;enchantment;land;planeswalker;player]) duplicatecounters(single) # Proliferate, still need to target players since the old code doesn't work (*[artifact;creature;...;players]) just let you target creature and player #AUTO_DEFINE _OLDPROLIFERATE_ name(Proliferate) notAtarget(*[artifact;creature;enchantment;land;planeswalker;player]) propagate #AUTO_DEFINE _OLDOLDPROLIFERATE_ name(proliferate) notatarget(*[artifact;creature;enchantment;land;planeswalker;player]) proliferate # Populate #AUTO_DEFINE _POPULATE_ name(Populate) clone notAtarget(creature[token]|myBattlefield) # Scavenge #AUTO_DEFINE _SCAVENGE_($cost) name(Scavenge) autograveyard={$cost}{E}:counter(1/1,$c) target(creature) asSorcery # Monstrosity #AUTO_DEFINE _MONSTROSITY_($cost) name(Monstrosity) this(cantargetcard(*[-monstrous]) {$cost}:becomes(monstrous) forever && counter(1/1,$c) # Heroic #AUTO_DEFINE _HEROIC_ @targeted(this) from(*[instant;sorcery;enchantment;aura]|myCastingzone): # Outlast #AUTO_DEFINE _OUTLAST_($cost) {$cost}{$cost}:counter(1/1,1) all(this) asSorcery # Ferocious #AUTO_DEFINE _FEROCIOUS_ if type(creature[power>=4]|myBattlefield)~morethan~0 then # Rally #AUTO_DEFINE _RALLY_ @movedTo(other creature[Ally]|myBattlefield): # Landfall #AUTO_DEFINE _LANDFALL_ @movedTo(land|myBattlefield): # Investigate token, Shadows over Innistrad SOI #AUTO_DEFINE _INVESTIGATE_ create(Clue:Artifact:0/0:"{2}, Sacrifice this artifact: Draw a card.") and!( transforms((,newability[{2}{S}:draw:1 controller])) forever )! # Fabricate #AUTO_DEFINE _FABRICATE_($c) transforms((,newability[choice counter(1/1.$c)],newability[choice create(Servo:Artifact Creature Servo:1/1)*$c])) ueot # Exert #AUTO_DEFINE _EXERT_ @combat(attacking) source(this):may name(Exert) frozen # Afflict #AUTO_DEFINE _AFFLICT_ @combat(blocked,turnlimited) source(this):life:-3 opponent # Enrage #AUTO_DEFINE _ENRAGE_ @damaged(this): # Ascend, Set XLN #AUTO_DEFINE _ASCEND_ if type(*[city's_blessing]|mybattlefield)~lessthan~1 then transforms((,newability[if type(*|mybattlefield)~morethan~9 then create(city's_blessing:city's_blessing:0/0:shroud:indestructible)])) # Effect with the City's blessing, Set XLN #AUTO_DEFINE _CITY'S_BLESSING_ aslongas(*[city's_blessing]|mybattlefield)>0 # Explore #AUTO_DEFINE _EXPLORE_ reveal:1 optionone if type(land|reveal)~lessthan~1 then transforms((,newability[counter(1/1)])) optiononeend optiontwo if type(land|reveal)~morethan~0 then name(move to Hand) target(<1>*|reveal) moveto(myHand) else transforms((,newability[Choice name(back to library) target(<1>*|reveal) moveto(mylibrary)],newability[Choice name(put into Graveyard) target(<1>*|reveal) moveto(myGraveyard)])) optiontwoend revealend limit:1 # Treasure token, Set XLN #AUTO_DEFINE _TREASURE_ create(Treasure:Artifact Treasure:0/0:"{T}, Sacrifice this artifact: Add one mana of any color.") and!( transforms((,newability[{T}{S}:Add{W}],newability[{T}{S}:Add{U}],newability[{T}{S}:Add{R}],newability[{T}{S}:Add{B}],newability[{T}{S}:Add{G}])) forever )! # Historic #AUTO_DEFINE _HISTORIC_ notAtarget(*[artifact;saga;legendary]|myZones) # Mentor, still not working with enhancements, pump effects #AUTO_DEFINE _MENTOR_ @combat(attacking) source(this):counter(1/1,1) target(other creature[attacking;power<=pminus1minusend]|myBattlefield) # Surveil #AUTO_DEFINE _SURVEIL_ name(surveil) reveal:1 optionone name(put in graveyard) target(*|reveal) moveto(ownergraveyard) optiononeend optiontwo name(put in library) target(<1>*|reveal) moveto(ownerlibrary) optiontwoend revealend # Undergrowth #AUTO_DEFINE _UNDERGROWTH_ foreach(creature|myGraveyard) # Adapt #AUTO_DEFINE _ADAPT_($c) aslongas(this[counter{1/1}<1]|myBattlefield):counter(1/1,$c) # Addendum #AUTO_DEFINE _ADDENDUM_ if compare(restriction{assorcery}~morethan~0) then # Afterlife #AUTO_DEFINE _AFTERLIFE_($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}: # 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))! # Constellation #AUTO_DEFINE _CONSTELLATION_ @movedTo(enchantment|myBattlefield):