Legendary creatures that transforms into planeswalkers. _LANDFALL_ _HEROIC_ If Lotus Field enters the battlefield while you control fewer than two other lands, you must sacrifice each land you control, including Lotus Field.
152 lines
7.5 KiB
Plaintext
152 lines
7.5 KiB
Plaintext
# Important note:
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# Macros are *global*, it doesn't matter where they are defined
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# Macro names are case insensitive, and the replacement algorithm does an exact match inside a string
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# 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
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# Because of that, you need to use a unique delimiter at the beginning and the end of a macro, I personally use "__"
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#
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# Limitations: parameter inside macro must not contain ")"
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# Standard Cycling
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#AUTO_DEFINE __CYCLING__($cost) $cost{cycle}:name(cycling) draw:1
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# Basic Landcycling
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#AUTO_DEFINE __BASIC_LANDCYCLING__($cost) $cost{cycle}:name(basic landcycling) moveTo(myhand) target(land[basic]|mylibrary)
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# Dies, Evergreen
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#AUTO_DEFINE _DIES_ @movedTo(this|graveyard) from(battlefield):
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# Scry, Evergreen
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#AUTO_DEFINE _SCRY_($c) scry:$c scrycore delayed dontshow donothing scrycoreend scryend
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# Rampage
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#AUTO_DEFINE _RAMPAGE_($c) @combat(blocked) source(this):foreach(<>=1>creature[blocking]|opponentBattlefield) $c/$c ueot
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# Echo
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#AUTO_DEFINE _ECHO_($cost) $cost[{$c};next upkeep] sacrifice
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# Threshold
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#AUTO_DEFINE _THRESHOLD_ aslongas(*|myGraveyard) >6
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# Affinity
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#AUTO_DEFINE _AFFINITY_($Word) anyzone=foreach($Word|myZones) altercost(-1,colorless)
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# Bushido
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#AUTO_DEFINE _BUSHIDO_($c) @combat(blocking,blocked) source(this): $c/$c ueot
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# Soulshift
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#AUTO_DEFINE _SOULSHIFT_($c) @movedTo(this|myGraveyard) from(battlefield):may moveTo(myHand) target(creature[spirit;manacost<=$c]|myGraveyard)
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# Splice onto Arcane
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#AUTO_DEFINE _SPLICEARCANE_ movedTo(*[Arcane]|myStack):may castcard(copied noevent) target(*[Arcane]|myHand)
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# Ripple
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#AUTO_DEFINE _RIPPLE_($c) autostack=if casted(this) then reveal:$c optionone name(Cast Card) target(<upto:$c>[share!name!]|reveal) moveTo(mylibrary) and!( becomes(tobecast) ueot )! optiononeend optiontwo name(put on bottom) target(<$c>*|reveal) bottomoflibrary optiontwoend afterrevealed all(tobecast|mylibrary) moveTo(myLibrary) and!( activate castcard(normal) )! afterrevealedend revealend
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# Recover
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#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)
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# Champion
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#AUTO_DEFINE _CHAMPION_($Word) aslongas(other $word|myBattlefield) choice notAtarget(other $word|myBattlefield) (blink)forsrc oneshot
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# Evoke
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#AUTO_DEFINE _EVOKE_($cost) {$cost}:sacrifice
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# Clash
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$AUTO_DEFINE _CLASH_ Put here a code if compare the casting cost based on Erratic Explosion. Meaby it would work with a few fix
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# Conspire
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#AUTO_DEFINE _CONSPIRE_ @movedTo(this|myStak):may {T(creature|myBattlefield)}{T(creature|myBattlefield)} castcard(copied noevent) target(*|myStack)
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# Metalcraft
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#AUTO_DEFINE _METALCRAFT_ aslongas(artifact|mybattlefield) >2
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# Proliferate
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#AUTO_DEFINE _PROLIFERATE_ name(Proliferate) notatarget(<anyamount>*[artifact;creature;enchantment;land;planeswalker;player]) duplicatecounters(single)
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# Proliferate, still need to target players since the old code doesn't work (*[artifact;creature;...;players]) just let you target creature and player
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#AUTO_DEFINE _OLDPROLIFERATE_ name(Proliferate) notAtarget(<anyamount>*[artifact;creature;enchantment;land;planeswalker;player]) propagate
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#AUTO_DEFINE _OLDOLDPROLIFERATE_ name(proliferate) notatarget(<anyamount>*[artifact;creature;enchantment;land;planeswalker;player]) proliferate
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# Populate
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#AUTO_DEFINE _POPULATE_ name(Populate) clone notAtarget(creature[token]|myBattlefield)
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# Scavenge
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#AUTO_DEFINE _SCAVENGE_($cost) name(Scavenge) autograveyard={$cost}{E}:counter(1/1,$c) target(creature) asSorcery
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# Monstrosity
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#AUTO_DEFINE _MONSTROSITY_($cost) name(Monstrosity) this(cantargetcard(*[-monstrous]) {$cost}:becomes(monstrous) forever && counter(1/1,$c)
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# Heroic
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#AUTO_DEFINE _HEROIC_ @targeted(this) from(*[instant;sorcery;aura]|myCastingzone):
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# Outlast
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#AUTO_DEFINE _OUTLAST_($cost) {$cost}{$cost}:counter(1/1,1) all(this) asSorcery
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# Ferocious
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#AUTO_DEFINE _FEROCIOUS_ if type(creature[power>=4]|myBattlefield)~morethan~0 then
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# Rally
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#AUTO_DEFINE _RALLY_ @movedTo(other creature[Ally]|myBattlefield):
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# Landfall
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#AUTO_DEFINE _LANDFALL_ @movedTo(land|myBattlefield):
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# Investigate token, Shadows over Innistrad SOI
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#AUTO_DEFINE _INVESTIGATE_ create(Clue:Artifact:0/0:"{2}, Sacrifice this artifact: Draw a card.") and!( transforms((,newability[{2}{S}:draw:1 controller])) forever )!
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# Fabricate
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#AUTO_DEFINE _FABRICATE_($c) transforms((,newability[choice counter(1/1.$c)],newability[choice create(Servo:Artifact Creature Servo:1/1)*$c])) ueot
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# Exert
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#AUTO_DEFINE _EXERT_ @combat(attacking) source(this):may name(Exert) frozen
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# Afflict
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#AUTO_DEFINE _AFFLICT_ @combat(blocked,turnlimited) source(this):life:-3 opponent
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# Enrage
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#AUTO_DEFINE _ENRAGE_ @damaged(this):
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# Ascend, Set XLN
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#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)]))
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# Effect with the City's blessing, Set XLN
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#AUTO_DEFINE _CITY'S_BLESSING_ aslongas(*[city's_blessing]|mybattlefield)>0
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# Explore
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#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
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# Treasure token, Set XLN
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#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 )!
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# Historic
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#AUTO_DEFINE _HISTORIC_ notAtarget(*[artifact;saga;legendary]|myZones)
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# Mentor, still not working with enhancements, pump effects
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#AUTO_DEFINE _MENTOR_ @combat(attacking) source(this):counter(1/1,1) target(other creature[attacking;power<=pminus1minusend]|myBattlefield)
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# Surveil
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#AUTO_DEFINE _SURVEIL_ name(surveil) reveal:1 optionone name(put in graveyard) target(<upto:1>*|reveal) moveto(ownergraveyard) optiononeend optiontwo name(put in library) target(<1>*|reveal) moveto(ownerlibrary) optiontwoend revealend
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# Undergrowth
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#AUTO_DEFINE _UNDERGROWTH_ foreach(creature|myGraveyard)
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# Adapt
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#AUTO_DEFINE _ADAPT_($c) aslongas(this[counter{1/1}<1]|myBattlefield):counter(1/1,$c)
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# Addendum
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#AUTO_DEFINE _ADDENDUM_ if compare(restriction{assorcery}~morethan~0) then
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# Afterlife
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#AUTO_DEFINE _AFTERLIFE_($c) @movedTo(this|graveyard) from(battlefield):create(Spirit:Creature Spirit:1/1:white,black:flying)*$c
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# Riot
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#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]))
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# Spectacle
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#AUTO_DEFINE _SPECTACLE_($cost) compare(oplifelost)~morethan~0 {$cost}:
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# Amass, Set WAR
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#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))!
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# Constellation
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#AUTO_DEFINE _CONSTELLATION_ @movedTo(enchantment|myBattlefield): |