*Allowed multiple ETBReplacements
*Removed a bunch of debug output
*Added "ETB" parameter to AF_Tap, letting it tap stuff no matter where it is if it certifies that it's an etb replacement.
*Fixed Remote Farm
*Added ActiveZones parameter to replacement effects to let replacement effects function wherever.
*Converted clones to ETBReplacement
*Added Essence of the Wild
*CardCharacteristics now copy ReplacementEffects
*ReplacementEffects now copy alot more stuff.
*Divvied up Replacement Effect running into layers
*Moved stuff common between Trigger and ReplacementEffect to TriggerReplacementBase
*Let AF_Tap tap cards on the stack in order to work with ETBReplacement.
*Converted Remote Farm to ETBReplacement.
- Cleaned up Divine Reckoning
- Added an optional parameter "ChoiceTitle" to ChooseCard to allow more descriptive title prompts for the choice dialogue box.
Added SVar:Targeting:Dies to relevant creatures.
Added SVar to Clone and Phantasmal Image so AI will not cast these spells when there are no creatures to copy.
Removed Add/Remove 4-of.
Relabeled As Buy/Sell.
Added credits counter.
Added Max Selling Percentage and Price.
Fixed labels and buttons to return to normal for regular deck editor.
- Added to AbilityFactoryEffect: EffectOwner, Duration$UntilHostLeavesPlay, and RememberEffect.
- Added exception to Card.java so that Effect cards can be counted when remembered
- Simplified Tree of Redemption's script logistics
Note: We should probably remove the references to RememberToughness, I didn't get a chance to track those down.
Note: Need a mechanism to choose the card to copy in GameAction.changeZone (actual problem is - the function won't await user's input - it wants to return right then). That would make Clones ETB correctly from any location.
- Added the ability to remember and recall integer values. This is needed for cards like Tree of Redemption where the referenced value might change. It currently only supports RememberToughness, but it can be referenced easily for other values. To recall the value, use SVar:X:Number$RememberedValue.
- DamageAll can now set the damage source with DamageSource param
- EachDamage now handles Remembered defined cards
- DamageAll and EachDamage support StackDescription param now
xCount now supports EquippedCardManaCost.
Added the code block to support "SetAsKicked" to mark nonPermanent kicked spells from the script line. Will start converting soon.
Added Crown of Awe
Added Crown of Fury
Added Crown of Suspicion
Added Crown of Vigor
isValid supports "sharesColorWith Enchanted" where Enchanted is same as the defined type so will find an aura sacrificed as a cost.
Added "CARDNAME can't be equipped." keyword and corrected some "CARDNAME can't be enchanted." implementation. They cards can now be targeted human, although attachment will fail with a relevant log message.
Small change to ChooseNumber to make Min/Max read SVars.
Small change to ChooseNumber to allow different titles for the list block to expand its uses slightly.
Changed title of choice list for Ashling's Prerogative
new prefix for sealed magic product images (to store them in a different folder)
removed CardList.allAll(Array) and matching ctor, added addAll(Iterable<Card>) - in most cases of usage list was converted to array and while added to cardlist it was added to underlying list again.
Predicates for edition's legality in formats moved to CardEdition, so that global references in FormatUtils were eliminated
FileSection now trims its tree keys too, editions are parsed by FileSection class
One can read values from KeyValue lines via FileSection class (it parses by itself and provides a default value for bad parses)
CustomLimited is more related to limited games and its moved to game.limited package
*Added AICheckSVar hints to Obstinate Familiar.
*Added the ability to get at Replaced-variables the same way as triggered-variables.
*Let ReplacementEffects be secondary (same as for triggers).
Easy accessors added FView and FControl to various components throughout UI.
Mishmash of methods in "Display" interface attached as appropriate to singletons.
AllZone updated to remove display and one or two others in favor of singletons, for future deprecation.
Some renaming for consistency.
Skins folder moved out of "images", which will be deprecated soon.
FControl refactored to reuse single instance of each UI state.
FPanels now support background textures and foreground images.
FPanels now have a stretch foreground image option.
FPanels now have optional hover and select behavior.
Slight performance improvement over previous FPanel versions (paintComponent trimmed down).
Made some small fixes to the rebel skin's sprite that might have caused mana symbol problems.
Replaced the low resolution card state icons in the default sprite_icons with higher res ones.
Skin enums sub-categorized to allow clearer access.
Default coordinates added to skin enums, so declaration and positioning happen simultaneously (in one place).
Removed old icons.
*Corrected cards that replace damage dealt with the same damage in a different amount. (Fixes Divine Presence + Sword of X and Y)
Akki Lavarunner // Tok-Tok Volcano Born
Curse of Bloodletting
Divine Presence
Furnace of Rath
Gratuitous Violence
Lashknife Barrier
1) preserve original card picture on battlefield
2) verified basic auras behave as expected when changeing creatures
3) little fix in stack description (was printing "null")
Thread safety issues addressed for all Start buttons.
Further optimizations made to listeners and architecture in constructed, sealed, draft, and quest.
*Added "Moved" as a replacable event. Will look further towards replacing the "exile instead of graveyard" type keywords.
*All this to add to the DKA branch:that horrible horrible card, Grafdigger's Cage.
- All symbols now included in sprite (but not accessible yet)
- Default symbols will load if preferred skin does not have that symbol
- Phase color swatch added (also not accessed yet)
- All skins updated to reflect this
Moved keyboard shortcut setting UI into home screen.
Implemented on-the-fly detach/reattach for modified shortcuts.
Put shortcuts into a top-level scope, not only for match UI.
header_text=/*\n * Forge\: Play Magic\: the Gathering.\n * Copyright (C) 2011 Nate\n *\n * This program is free software\: you can redistribute it and/or modify\n * it under the terms of the GNU General Public License as published by\n * the Free Software Foundation, either version 3 of the License, or\n * (at your option) any later version.\n * \n * This program is distributed in the hope that it will be useful,\n * but WITHOUT ANY WARRANTY; without even the implied warranty of\n * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n * GNU General Public License for more details.\n * \n * You should have received a copy of the GNU General Public License\n * along with this program. If not, see <http\://www.gnu.org/licenses/>.\n */
header_text=/*\n * Forge\: Play Magic\: the Gathering.\n * Copyright (C) 2011 Forge Team\n *\n * This program is free software\: you can redistribute it and/or modify\n * it under the terms of the GNU General Public License as published by\n * the Free Software Foundation, either version 3 of the License, or\n * (at your option) any later version.\n * \n * This program is distributed in the hope that it will be useful,\n * but WITHOUT ANY WARRANTY; without even the implied warranty of\n * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n * GNU General Public License for more details.\n * \n * You should have received a copy of the GNU General Public License\n * along with this program. If not, see <http\://www.gnu.org/licenses/>.\n */
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
(Quest icons used created by Teekatas, from his Legendora set http://raindropmemory.deviantart.com)
9919 cards in total.
11113 cards in total.
A new branch was created for supporting "Produced$ Any" in mana abilities (Issue 266). Some other bugs/problems with paying mana costs were uncovered and fixed. This work was recently merged into the main trunk.
NOTE:
A new Scriptable Replacement Effects system has been recently added to the SVN. The structure is very similar to Triggers (So there's currently a little code duplication), there is a Handler class, a base class for Replacement effects and subclasses for each event that can be replaced.
We found a serious bug in version 1.2.12 a few hours after it was released. This bug was quickly fixed and people should update to this version and not use version 1.2.12. We apologize for the inconvenience.
--
Several people have noticed a crash report stating that "Buffers have not been created". We hope to have this fixed in the near future. It has been pointed out that:
If you update your OS to Apple OSX 10.8 Mountain Lion and try to launch a new version of forge that you will likely get a dialog which states "File is damaged and cannot be opened. Please move to trash."
"Parts of Swing use EventQueue by themselves, this means your Swing code executes in main thread part executes in EDT and as Swing isn't thread safe this leads to elusive errors like this. One of the reasons of this error is that the frame might not be fully constructed before buffers are created -> race condition between the threads."
Mountain Lion comes with a new Gatekeeper feature and this is probably blocking your ability to launch this newer version of forge. Visit the link below and follow the instructions. They are fairly long and detailed.
Several people have noticed forge slowing down after playing a number of matches without quitting forge in between the matches that are played. The new UI may be involved somehow. We also hope to have this figured out and fixed in the near future. Please be patient in the meanwhile. A recent fix was implemented that should improve the slowdown problem somewhat.
A lot of time and effort have gone into fixing the memory leak problems that were recently noticed and reported to the dev team. Doublestrike and Slapshot deserve our applause and we are very thankful. People should be able to now play long multi match sessions without noticing slow downs and pauses.
Please note that the issue is most likely caused by Mountain Lion's Gatekeeper feature and it is extremely unlikely that the forge dev team will attempt to get a unique Developer ID from Apple and use it to digitally sign our forge app.
On several occasions people have noticed that the forge deck editor and/or quest mode card shop would not open or display. Try deleting the file named "editor_preferred.xml" which is found in the "res/layouts" folder. This should force forge to then use the "editor_default.xml" file instead.
The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove usefull. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.
A new Alpha Strike button was added to the dock.
We have changed the archival format used for the Forge distributions from ".zip" to ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to decompress these ".tar.bz2" archives. We recommend that you decompress the Forge archive into a new and unused folder.
Several people have noticed that the cards displayed on the battlefield will fail to be displayed when the number of cards on the battlefield increases. Maximizing the human panel can help to re-display the cards.
If you win a quest mode match, you get a booster pack for every 1 or 2 (default) Wins, depending on difficulty. If you lose and you are playing on easy mode, you get a booster pack every 1 (default) Loss.
In the past some people noticed that special quests do not have the start in play cards appearing. And some people have noticed that a match can start without any cards appearing in the players hands or in their libraries. This problem should now be fixed.
Some time was spent turning the static ETB triggers into the proper ETB replacement effects they should be, mainly to interact correctly with eachother. This work is not yet finished. As a result there is currently some inconsistencies with "Enters the battlefield with counters" (Not incredibly noticeable).
--
It seems like the front face of double faced cards aren't triggering properly, but the back face and single faced cards are.
A recent contribution to the code base should fix some of the bugs that people noticed with cloning type abilities. At this time there are two remaining issues that we hope will be addressed in the near future.
1. Leave play triggers don't work correct for clones.
2. Copies of cards that setup Zone Change triggers via addComesIntoPlayCommand and addLeavesPlayCommand will not function correctly.
The work on the new UI is now finished. We should not expect major changes or major additions to the UI. Future betas may include a few minor bug fixes to the UI. And we may also include a few minor tweaks.
We are now using a different system for our snapshot and beta releases. Unfortunately, this new system builds a jar file which does not accurately display the SVN revision number.
Forge may not be fully java 7 compatible at this time. We recommend that people downgrade to java 6.
--
The Forge archive includes a readme.txt file and we ask that you spend a few minutes reading this file as it contains some information that may prove useful. We do tend to update this file at times and you should quickly read this file and look for new information for each and every new release. Thank you.
The archive format used for the Forge distribution is ".tar.bz2". There are utilities for Windows, Mac OS and the various *nix's that can be used to extract/decompress these ".tar.bz2" archives. We recommend that you extract/decompress the Forge archive into a new and unused folder.
Some people use the Windows application 7zip. This utility can be found at http://www.7-zip.org/download.html. Mac users can double click on the archive and the application Archive Utility will launch and extract the archive. Mac users do not need to download a separate utility.
Fixes/Features:
Fixes/Features:
- Cleared out the changes.txt file, is ready for new material.
- Fixed results of FindBugs.
- A few CheckStyle fixes.
- Cleared out the changes.txt file, now ready for new material.
- Issue 266: Creating branch for changes for supporting "Produced$ Any" in mana abilities
- some minor optimizations to SealedDeck
- Issue 266: added to manamorphose to produce any mana branch
- removed a ghost function
- Issue 266: update isBasic method of AbilityMana to account for any mana
- Deck builders should not inherit from Deck class
- Renamed the Ore Gorger card txt file as it had an unneeded space character.
- CardRules are not supposed to be set a different keywords list
- Issue 266: significantly reworked logic in payManaCost to account for mana sources that produce any color and several other bugs
- Issue 266: modified City of Brass, Glimmervoid, and Mox Opal to use "Produced$ Any"
- Issue 266: merged trunk:12895-12901 revisions into branch
- Issue 266: modified to account for lands that use "Produced$ Any"
- Issue 266: modified to allow reflected mana to interact with any color sources
- Issue 266: removed getManaProduced overrides from spells and drawbacks
- Warren Instigator was missing the Berseker type
- use constants to show Tabber tabs instead of just using raw numbers everywhere.
- Fixing Description of Skyrider Trainee
- if things on the stack have a sourceCard of some kind of land, make sure the stack has a color (brownish; also used for artifacts). This would be for things like the triggered ability of City of Brass.
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- fix ability cost of Flame Elemental (thanks squee1968)
- fix missing subability of Green Sun's Zenith (thanks squee1968)
- gave Soaratmi Savant Flying (thanks squee1968)
- restored the functionality to show Stack cards in Card Picture/Detail when moused over. This functionality was present in 1.1.8, but was removed in 1.2.0 due to a bug. I confirmed the bug was also present in 1.1.8, so we are no worse off than we were before and there have been complaints on the forum about this in the 1.2.0 UI.
- in DigUntil resolve, game cannot continue if revealed is empty. This is fixed.
- add 10E SetInfo to Counsel of the Soratami
- Issue 266: add color choice logic for future use by AI
- fix typo in Tourach's Gate
- Issue 266: changed sorting of mana sources to account of any color mana
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Issue 266: add logic to make ManaNeededToAvoidNegativeEffect mana a mandatory part of the cost for the AI
- Removing hardcoded references to Mana Pool as a card.
- Converted City of Brass, Glimmervoid, and Mox Opal to use "Any" mana keyword. Added Manamorphose
- Added scriptable Replacement Effects. The system and syntax is very similar to the trigger system.For examples see the cards below or the forge.card.replacement package.
- Converted to script:
Benevolent Unicorn
Boon Reflection
Divine Presence
Dralnu, Lich Lord
Fire Servant
Forethought Amulet
Furnace of Rath
Gratuitous Violence
Lashknife Barrier
Lichentrope
Phytohydra
Pyromancer's Swath
Sulfuric Vapors
Sulfuric Vortex
- Corrected name of Akki Lavarunner / Tok-Tok, Volcano Born
- Added a fluff piece to the changes.txt file.
- Checkstyle.
- Coldsteel Heart is now a Snow Artifact.
- convert cards to any mana keyword (A-B)
- convert cards to any mana keyword (C-F)
- convert cards to any mana keyword (G-K)
- convert cards to any mana keyword (L-M)
- convert cards to any mana keyword (N-R)
- Fixed Remember syntax for Wormfang Behemoth.
- Make sure to actually run replacement effect checks for creature damage.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Consolidated ReplacementEffect.matchesValid() and Trigger.matchesValid() (Exactly the same method) into AllZoneUtil.matchesValid().
- Fixed description for Vigor.
- CheckStyle.
- CheckStyle.
- Updated Furnace Dragon and Iname as One to check for 'cast from hand' restriction.
- Ran Oracle and set info scripts.
- CheckStyle.
- checkstyle
- checkstyle
- Add package javadoc
- Meet George. George is a base class for Triggers and ReplacementEffects. George is content with his job.
- convert cards to any mana keyword (S-T)
- convert cards to any mana keyword (U-Z)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- fix an observer leak on InputControl
- checkstyle and javadoc fixes
- PMD fixes
- Added CheckThirdSVar and CheckFourthSVar and accompanying parameters to StaticAbility.
- Added the recent commit logs to changes.txt.
- Checkstyle: Removed trailing spaces from new CheckSVars
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed Minion Reflector.
- GUI - remove anything that was checking the unused Constant.Runtime.OLDGUI
- little javadoc fixes in DeckEditorDraft
- delte the GuiDisplay class. It is no longer used.
- fix the Observers leak on MagicStack
- Stack Instance not resetting Paid Hash before setting new one
- gut the OldGuiNewGame class. It now contains only static elements related to preferences and loading dynamic game data (which needs to be moved to a different class)
- fix Hurkyl's Recall (looks like the Java code inadvertently got deleted)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- delete MenuItemHowToPlay (it is no longer used)
- consolidate deleteObservers in a deinitMatch method. Hooked this method up in the WinLoseFrame and QuestWinLoseHandler.
- update some Magic Numbers to constants
- delete file GuiHomeScreen.java (it is no longer used)
- update another Magic Number to constant
- move loadDynamicGameData to Main
- fix value setting when CardSize radio buttons are selected.
- remove references to OldGuiNewGame
- delete OldGuiNewGame
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- more magic number converted to constants in ControlAllUI
- remove unused function in GuiDisplayUtil
- Fixed the AI not playing card draw spells, even when the resulting number of cards in hand is lower than 8 cards (it was not considering losing the card used).
- Fixed Dream Fighter.
- Fixed Graven Dominator.
- Little tweak in gainLifeCanPlayAI.
- Updated evaluateCreature.
- Little tweaks for the Da Vinci decks.
- Fixed two scripts.
- Added some AI checks to make better use of Steel Overseer.
- Added RemAIDeck:True to Orzhov Pontiff.
- ran Oracle and Setinfo scripts
- fixed remove counter trigger on Witherscale Wurm
- Fixed Vodalian Illusionist.
- Fixed Predatory Urge.
- Added the prefix "SVar$" to xCount (formerly only available in AbilityFactory.calculateAmount).
- Fixed another issue with Conclave's Blessing.
- Fixed the discarded list of CostDiscard containing all cards twice if the mode is Self, LastDrawn or Random (the cards are added to the list in doDiscard).
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added the options "LifeYouLostThisTurn" and "LifeOppLostThisTurn" to xCount.
- Added four missing set infos.
- Converted the replacement ability of Lich to script.
- add a Storm counter to the Players panel
- Fix Furnace of Rath
- Added Undying keyword.
- Added Fateful Hour to Count$ (Count$FatefulHour.<Truevalue>.<Falsevalue>) and as a condition to Static Abilities (FatefulHour$ True).
- Added Count$<Your/Opp>StartingLife.
- Added FatefulHour trigger parameter.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- CheckStyle.
- Minor card text fix for Gibbering Descent.
- Continuous static abilities with "RemoveAllAbilities" will now also remove replacement abilities.
- Ran Oracle and setInfo scripts
- Added Damia, Sage of Stone to relevant section in PhaseUtil.java. (I initially thought the draw skip was Keyworded due to Psychic Possession script)
- Updated two SVars.
- creating branch for Dark Ascension pre-release scripts
- Bugfix: "ghost animation" for cards in hand after starting a new game
- Improved the AI of Echoing Decay.
- Updated some SVars.
- Ran set info script.
- Ran oracle script.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed Chancellor of the Dross.
- Fixed Chancellor of the Forge.
- Fixed Chancellor of the Tangle.
- delete unused class ConstantStringHashMap
- javadoc and comment fixes in Upkeep.java
- flesh out javadoc in Untap.java
- flesh out javadoc in EndCombat.java
- Little card script updates.
- Fixed Convoke throwing an error when no creature has been tapped.
- Fixed icon display in player fields for quest and regular match play.
- added EYEBALL to counters enumeration list
- fixing Quest and regular match player avatars. Please be careful to not hard-code Windows-specific things.
- fix some code that was OS-specific in DeckLister.java
- move some code to EndOfTurn and flesh out javadoc in EndOfTurn.java
- adding EnchantedBy check to Player.hasProperty method
- added STRIFE to counters enum list
- updated Daybreak Coronet to use the more general AttachedTo. Removed "AllAurasEnchanting" from CardFactoryUtil.xCount method.
- DKA branch: Updated Falkenrath Aristocrat to use ConditionCheckSVar, and added rarity info to some of the scripts.
- Improved scripts for Ebon Praetor and for Lyzolda, the Blood Witch
- Added wasCastFrom<Zone> card property. It is set when the card is moved to the stack and cleared whenever it is moved anywhere else except from the stack to the battlefield(for Myojins,Phage,Iname, Epochrasite etc...)
- Fixed visual artifacts bug on semi-transparent buttons and panels in home screen.
- Fixed name (Nomad's Assembly -> Nomads' Assembly)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Updated two SVars.
- Updated two SVars (main branch).
- Removed Sudden Spoiling because it was not 100% functional.
- CheckStyle.
- Added the Dr Fate 3 deck.
- Made Keldon Marauders more AI friendly.
- Fixed Mishra, Artificer Prodigy.
- Fixed casting cost on Faithless Looting.
- Added a spell description field to the CostChange keyword. Converted a few CostChange cards.
- Refactored ForgePreferences:
1) Output file entries sorted
2) Easier to add/remove prefs
3) Checkstyled and commented
4) LOC halved
- Streamlined old, overly explicit phase toggles in ForgePreferences.
- Small update to ForgePreferences.
- Minor update to ViewField.
- Removed internal padding on card picture in match UI.
- Fixed "no human first turn phase indicator" bug.
- Minor update to keyboard shortcut saving in dock.
- Fixed "must restart for dev mode setting" and similar bugs.
- modifications to allow cards that transform to Auras to attach to a target.
- Moved ability description into keyword for Glowrider and Thorn of Amethyst
- If using Alternate-state scripting to create a non-doublefaced, non-flip card (i.e. Licids), use "AlternateMode:<name of other state>" then use AF_SetState's NewState parameter with that name. This is to avoid things confusing them with actual doublefaced cards.
- Added start button and logo to image sprites in each skin, and updated FSkin and home screen code to match.
- reduce JTextArea instances in ViewTabber
- Run static abilities-check after running static triggers but before regular triggers. Fixes Adaptive Automaton+Champion of the Parish type situations. With thanks to Sloth!
- Let the Deck Editor cope with cards with non-flip, non-doubleface alternate states. (i.e. those damn Licids)
- further reduce JTextArea instances in ViewTabber (for Combat descriptions)
- Minor bugfix in ForgePreferences.
- Bugfix to the bugfix in ForgePreferences.
- Ran oracle script.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed AI of Copy Artifact and Sculpting Steel.
- Added a check in checkStateEffects for creatures enchanting something, making them fall off properly. (Licids! *shakes fist*)
- CheckStyle.
- Fixed Wormfang Behemoth.
- Added the player keyword "Skip your draw step." and converted some cards to use it.
- Memory management debugging in ViewTabber: cleared list of JTextAreas in stack panel to prevent pileups.
- udpate guava to 11.0.1 (it has some cache fixes that may affect ImageCache)
- Uploaded quest opponent avatar: Beast. Added to quest-opponent-icons.txt
- Uncommented download link for Tatsumasa, the Dragon's Fang token.
- Updated the deck editor color filter icons.
- try to clean up IMAGE_CACHE at the end of each match. This may help with large memory usage after many matches.
- Fixed bug preventing full texture paint on keyboard shortcuts screen.
- Added Attach Drawback. Removed previous changes for Auras in SetState AF.
- updated Soul Seizer script to Attach drawback
- Updated quest opponent avatar links.
- Added a fluff piece to the changes.txt file.
- Added the Darkseid 3 deck.
- Added the recent commit logs to changes.txt.
- Fixed creatures with Deathtouch destroying creatures and dealing damage afterwards.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- clean up a Java warning in AFSetState
- remove some debug code related to Observers
- Improved the AI of AF DestroyAll to take permanents with SacMe SVar into account.
- Changed the default value of "ui.card.overlay" to true.
- Added trigger mode "Transformed".
- Hardcoded Sky Swallower will now give away other cards, not self.
- Fixed Undead Alchemist
- Update SubAbility for a few of my favorite cards (SVar= is not needed and has not been needed for a long time.)
- Started adding doTrigger functions to Spell AF's, because canPlayAI is not suited for cases like a spell revealed by a Cascade ability. First AF to test this is AF DealDamage.
- Added the ability to get LKI copies of a certain state. Fixes Unholy Fiend triggering Village Cannibals and maybe more.
- Cards should never be tapped outside the battlefield.
- Added trap type to Arrow Volley Trap
- Added canPlayFromEffectAI function.
- Added the recent commit logs to changes.txt.
- Added canPlayFromEffectAI to AF Pump.
- Little fix for Cascade.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added canPlayFromEffectAI to AF Draw and Discard.
- Removed the hardcoded cascade ability of Bituminous Blast.
- Changed Ripple to use canPlayFromEffectAI.
- Changed Fungus Sliver to grant a trigger instead of a keyword.
- Removed the now unused keyword it used to grant.
- Temporarily fixing infinite loop in AF Pump, not sure if this is what it should do though.
- Fixed Equilibrium.
- CheckStyle.
- Added the function playSpellAbilityWithoutPayingManaCost to ComputerUtil.
- Fixed the AI part of Cascade and Ripple skipping payment of non mana costs.
- fixed problem with Any color mana abilities added through continuous effects e.g. Gemhide Sliver
- Internalized win/lose frame into match UI using overlay.
- Fixed icons display for mana overlay setting. Now, icons and counters will show all the time, but title, p/t, and casting cost is toggle-able.
- Performance enhancement: fonts used in UI are now pre-derived once in skin.
- Updated the AffectedZone of some continuous static abilities.
- Added canPlayFromEffectAI to AF Destroy.
- Cleanup.
- Cleanup.
- Changed "removed" to "exiled" for consistency
- Some javadocs for cardcolor
- Minor fix to comments in ControlDetail.
- doLayout will use binary search (not linear) for determining maximal card size when they still fit into PlayArea
- CheckStyle.
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added counter to input area to indicate match #x out of y.
- Fixed some small typos
- Null pointer fix.
- CheckStyle.
- remove SVar= from SubAbility (Z cards)
- Fix: Removed trample from Demonic Taskmaster
- remove SVar= from SubAbility (Y cards)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- remove SVar= from SubAbility (U-V cards)
- Fixed Enduring Renewal returned cards not being castable
- remove SVar= from SubAbility (W cards)
- Concerted Vedalken Plotter and Political Trickery to script
- Added a GameLoss replacement effect.
- remove Java code for Political Trickery and Vedalken Plotter (converted to script by moomarc)
- Added YouDrewThisTurn and OppDrewThisTurn to xCount.
- bug fix for choose color AI
- Forgot to add Lich's Mirror script.
- Fix: Echoing Decay will no longer deal double curse original target
- Enabled multiple copies of Cascade on a spell.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Updated some SVars.
- Fix: Disciple of Bolas wasn't clearing remembered list
- little cleanup in GenerateThemeDeck.java
- some cleaning up in Draft code
- Little fix
- Fix: Warren Pilferers was missing YouCtrl restriction
- Fixed cancel button layout bug.
- Revised cardTemplateScript to work with two-character codes for early sets and other small differences compared to Arch's mtgdata.txt
- Small fix to winlose layout.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Small update to FSkin font derivations.
- Fixed Momentary Blink
- fixed ManaCost.isColor() to return true when comparing any size colorless mana cost to a type of "1"
- Forgot to commit this supplementary code to support Anti-Magic Aura
- fix Crash with Qasali Ambusher
- Equip keyword can now take additional params such as AI preferred targets (see M13 rings for examples)
- Refactored anyChoice to expressChoice. Added logic to make automatic color choices for "Any" keyword mana sources.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- remove SVar= from SubAbility (T cards)
- AI logic for pumping with Deathtouch.
- remove SVar= from SubAbility (S cards)
- Improvements to Quest game trying to update Battlefield Observers before it's finished being setup (not fixed, but seems better)
- remove SVar= from SubAbility (Q-R cards)
- Added the RemAIDeck flag to Fury Charm
- remove SVar= from SubAbility (P cards)
- Fix: Quirion Dryad's triggered ability made mandatory
- remove SVar= from SubAbility (O cards)
- Committed Diogenes's fix for Jace and Dream Cache subabilities not being mandatory.
- remove SVar= from SubAbility (A cards)
- bug fix for triggers in LKICopy()
- remove SVar= from SubAbility (B cards)
- fix Twilight Drover trigger
- remove SVar= from SubAbility (C cards)
- Fixed Emberstrike Duo's Text line
- remove SVar= from SubAbility (D cards)
- Made X svar in Delif's Cone a unique name improved stack description
- remove SVar= from SubAbility (E cards)
- CUBE counters added to counter types
- remove SVar= from SubAbility (F cards)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- remove SVar= from SubAbility (G cards)
- Added a fluff piece to the changes.txt file.
- remove SVar= from SubAbility (H-I cards)
- Fixed Pyromancer's Swath
- remove SVar= from SubAbility (J-L cards)
- Fixed Sulfuric Vapors
- remove SVar= from SubAbility (M cards)
- Updated token download list for M13
- remove SVar= from SubAbility (N cards)
- Temporary (possible) fix for unplayable game 2
- Small Checkstyle fix
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- remove support for SVar= string in SubAbility. It has not been required for a long time, and now, is no longer supported. All card files have been updated.
- The AI of AF Pump will now check drawbacks (fixes Seeds of Strength).
- Fixed font on storm label.
- The AI will no longer cheat with Incremental Growth.
- Changed QuestMatchState to MatchState (since it has no quest-specific information).
- Moved curSetCode to CardCharacteristic. Fixes clone Set crash.
- Little tweak of AI attacking checks.
- Fixed AI of Wurmskin Forger.
- For triggers with no Valid Target Candidates, just cancel them instead of asking for targets.
- Fixed Tetravus
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed sealed format with full cardpool giving both players the same cards.
- Renamed juzamjedi.zsealed to juzamjedi.sealed.
- Added SVar:RemAIDeck:True to Pursuit of Knowledge.
- Fixed AI of Soul Parry.
- Added SVar:RemAIDeck:True to Ghazban Ogre and Meadowboon.
- Fixed combination of Necrotic Ooze and Viashino Slasher.
- Fixed some more instances of using the host card of the AF instead of the source card of the SA.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Cleanup of fix in CSubmenuSealed.
- Fixed text of Search for Tomorrow.
- Fixed colors of Tok-Tok, Volcano Born and Tovolar's Magehunter.
- Fixed Nim Deathmantle.
- Added support for blocks with up to six sets (by RumbleBBU).
- Converted some card scripts to use "UnlessCost$ Sac<...".
- Converted some card scripts to use "UnlessCost$ Sac<...".
- Converted Mana Vortex to script and fixed it.
- Added "sharesNameWith Remembered" property to isValid
- Added optional param StackDescription to millStackDescription
- Added optional param ChoiceTitle to ChoosePlayer
- Renamed "Quest event deck" to "Quest opponent deck" in constructed submenu.
- Fixed Deadapult.
- Fixed some tokens not always being exiled at end of turn.
- Added the Dr Watson decks and updated Sherlock Holmes.
- expanded cumulative upkeep to include non-mana costs (for cost objects supported in GameActionUtil.payCostDuringAbilityResolve)
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed AI not being able to pay non mana costs for cumulative upkeep.
- Added a log output in GameActionUtil.payCostDuringAbilityResolve for an AddCounter cost failing because the card couldn't have the type of counter placed on it (eg: Aboroth with Melira, Silvok Outcast)
- Fixed Sedge Sliver description duplicate
- Fixed AI using cards with SVar:RemRandomDeck:True in limited decks.
- Split DeckHints into DeckHints and DeckNeeds. Cards with DeckNeeds will only be included if the specified type of cards are in the deck already (for cards like Angel's Feather).
- Disabled cancel option when hit by Mire's Toll.
- Added pump AI for the keyword "CARDNAME can't be regenerated.".
- Added some DeckNeeds (Green).
- Added some DeckNeeds (Red).
- Fixed AI of Phyrexian Rager and Phyrexian Gargantua.
- Added "CARDNAME attacks each turn if able." to NonStackingKWList.txt.
- Adjustments to how AI handles RemRandomDeck cards in Limited.
- fixes for LimitedDeck and RemRandomDeck cards
- Added the exalted deck Kane 3 by Nordos.
- Updated the decks Apu Nahasapeemapetilon 4 and Bela Lugosi 3.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added and updated some DeckNeeds (Black).
- Added and updated some DeckNeeds (Blue).
- Added and updated some DeckNeeds (White).
- Added and updated some more DeckNeeds.
- Added a little priority function that gives the AI hints about which SpellAbilities to play first. Lesson 1: Don't play a creature and then Wrath of God.
- Update PerSetTracking script. Complete stats will now print full Set name, not just Set Code
- fix DeckHintsTest
- fix typo
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- added some basic logic for AI cumulative upkeep. Expand as needed.
- Re-added SVar:RemAIDeck:True to the Cumulative upkeep:PayLife<1> cards. These cards are just too hard to handle.
- Added AI support to Blood Feud and Rivals' Duel.
- JavaDoc fix
- Fixed Endless Scream
- Fixed a typo in AbilityFactoryPump
- Added 3 more DeckNeeds.
- Merged the two payCostDuringAbilityResolve functions into one.
- Added discard costs to payCostDuringAbilityResolve.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- improve DraftRankings to handle sets with different number of cards
- Improved discardNumTypeAI handling lands.
- AF Discard AI will now also use discardNumTypeAI.
- Improved discardNumTypeAI.
- Added the deck Niv-Mizzet 3 by Nordos.
- fix draft constant
- Added the cost "Reveal your hand".
- Simplified Two Piles logic allowed for FaceDown piles
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed a typo from my earlier commit
- Added "Splice onto Arcane" ability.
- Added AI support to Splice onto Arcane.
- Added Splice onto Arcane to Vital Surge.
- Fixed AI of Grief Tyrant and Incremental Blight.
- Fixed the AI function shieldDamage to better handle Trample.
- Fixed Worldgorger Dragon
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Enabled non-mana costs for "Splice onto Arcane".
- fixed Regeneration for Crimson Muckwader
- reworked binary search to find size between min and max card size
- creating branch for RTR card development
- Improved changeHiddenOriginResolveAI dealing with unwanted moves.
- Cleanup.
- More Improvements of changeHiddenOriginResolveAI (cards with SVar:RemAIDeck:True and SVar:RemRandomDeck:True will now be filtered out).
- The AI will now stop paying mana when the mana cost of a SpellAbility is paid (this improves handling of multi mana sources a little).
- The AI can now properly use mana sources that produce more than one colorless mana.
- Removed SVar:RemAIDeck:True from some cards.
- Fixed AI ordering of SpellAbilities (high cost to low cost).
- The AI will now pay Phyrexian mana with life if it can't be payed otherwise and life is above 8.
- Fixed AI playing Grim Flowering for zero cards.
- Fixed Chimeric Coils.
- Little tweaks of AI functions.
- Improved AI of Tangle Wire.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Removed SVar:RemAIDeck:True from some more cards (it looks like the AI can also use mana sources that produce more than one mana of a single color).
- The AI will no longer use Pump abilities with a TapType cost before declareAttackers/declareBlockers, so it will no longer tap a creature to pump itself.
- Small tweaks to Diseased Vermin
- Pump RememberObjects will not remember objects already remembered
- More improvements of AF Pump AI.
- Fixed Urge to Feed and Jaddi Lifestrider
- some javadoc fixes
- Fixing Spoils of Evil
- Fixed NPE in mustBlockAnAttacker.
- Better fix for the NPE.
- Little tweak of distributeAIDamage (this function could be improved a lot).
- Added ActiveZones parameter to replacement effects to let replacement effects function wherever.
- Converted clones to ETBReplacement
- CardCharacteristics now copy ReplacementEffects
- ReplacementEffects now copy alot more stuff.
- Divvied up Replacement Effect running into layers
- Moved stuff common between Trigger and ReplacementEffect to TriggerReplacementBase
- Let AF_Tap tap cards on the stack in order to work with ETBReplacement.
- Converted Remote Farm to ETBReplacement.
- Fixed optionalness of ETBReplacements
- Allowed multiple ETBReplacements
- Removed a bunch of debug output
- Added "ETB" parameter to AF_Tap, letting it tap stuff no matter where it is if it certifies that it's an etb replacement.
- Fixed Remote Farm
- Fixed the dragon auras.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added the quest opponent Sentinel 4.
- Added the quest opponent Sentinel 4 (now really).
- Fixed a possible NPE with Molten Influence.
- Updated the deck Hellboy 3 and added a medium version.
- Fixed Quest Mode handing out Boosters like hotcakes
- Fixed the random rare reward that should be given when beating a Very Hard deck
- added ActiveZones$ Battlefield to planeswalker damage replacement effect
- Fixed costChanges not applying to AI spells with a cost of 0.
- Updated the Cyclops 3 deck.
- Updated some SVars of slivers.
- Little fix for 0 mana cost AI spells.
- Improved AI of Provoke.
- Improved and fixed mana source choosing of the AI.
- Updated the descriptions of three decks.
- Added DualListBox UI element for improving ordered choices such as simultaneous triggers
- Switched Simultaneous triggers over to use DualListBox
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed Skittish Valesk.
- Fixed Lurking Predators.
- Fixed AI for Havengul Runebinder.
- Improved changeKnownOriginCanPlayAI.
- Added a NeedsToPlayVar to Unbreathing Horde.
- Readded the etbCounter handling I accidentally deleted.
- Improving labeling for Dual List Box. Top of the list will resolve first for Triggers.
- Convert Spawnwrithe to script
- Fixed AI for Cone of Flame.
- Added the AI SVar MustAttack.
- AF_TwoPiles will now use DualListBox
- DualListBox now will display Source Cards when selected
- Fixed AI of Flameblast Dragon.
- Fixed a bug in preventDamageCanPlayAI.
- Fixed AI of Stomp and Howl.
- Added an AI check for Mirror Gallery.
- RearrangeTopOfLibrary now using DualListBox
- Fixed a bug in the random deck generator that caused decks to have 28 lands.
- Fixed toSimpleString() in cost.
- Fixed Null Pointer Exception when the AI is trying to rank cards which have no draft ranking available. --BBU
- Added the option to pick up to two Starter Packs, if available, instead of Boosters in Sealed Deck games. --BBU
- Added support for varying number of sets in the starter pack code. (So you could play a sealed game with, say, one starter pack and one booster by modifying blocks.txt.) --BBU
- Fixed Emrakul, the Aeons Torn shaking of auras like Dragon Breath.
- Fixed an AI bug with attacksAlone triggers.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Fixed a null pointer problem with multi-discard cards (e.g. Mindstab Thrull) when there are some but not enough cards in hand.
- Updated RtR branch to head revision.
- Added a fluff piece to the changes.txt file.
- fix ETBReplacement for Vesuvan Doppelganger. Also changed AB$ ChooseCard to DB$ ChooseCard so mana cost isn't shown. (Now, it should be just like Clone)
- Fixed Wild Pair.
- Added the quest opponents The Zombie 2 and 3.
- Added the quest opponent Robin Hood 3.
- improved removeCanPlayAI.
- Added a fluff piece to the changes.txt file.
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
@@ -6,17 +6,25 @@ Once the Forge archive has been decompressed you should then be able to launch F
After downloading and installing a newer version of Forge you may want to move certain files from the older version over to the newer version of Forge. You should maintain your older version of Forge as a back up in case you make a mistake while installing the newer version.
After downloading and installing a newer version of Forge you may want to move certain files from the older version over to the newer version of Forge. You should maintain your older version of Forge as a back up in case you make a mistake while installing the newer version.
1) The /res/pics/ folder contains the card pictures, token pictures (mtg card tokens an quest pet/plant tokens) and the booster package images. Please note that the /res/pics/icons/ folder was moved out of this folder and placed in the /res/images/ folder.
1) The /res/pics/ folder contains the card pictures, icons and token pictures (mtg card tokens and quest pet/plant tokens). Please note that the /res/images/icons/ folder was moved back to the /res/pics/ folder. The forge /res/images/ folder no longer is used as of version 1.2.8.
The /res/images/icons/ folder contains the quest opponent icons, small quest pet/plant icons (non-tokens) and some icons that are used by forge's quest mode. While several of these pictures ship with the forge archive most of them have to be downloaded using the Home screen -> Utilities -> Download Quest Images command.
The /res/pics/icons/ folder contains the quest opponent icons, small quest pet/plant icons (non-tokens) and some icons that are used by forge's quest mode. While several of these pictures ship with the forge archive most of them have to be downloaded using the Home screen -> Utilities -> Download Quest Images command.
2) The /res/decks/ folder contains your deck files. You should copy over the files with the extension ".dck".
2) The /res/pics_product/ folder contains four folders which in turn contain pictures for the booster, fatpacks, precons and tournamentpacks products.
3) The /res/draft/ and the /res/sealed/ folders contains files for the sealed and draft mode. You should copy over your files inside of these folders that end in the extension ".draft" or ".zsealed".
3) The /res/decks/ folder contains your deck files. You should copy over the files with the extension ".dck". In version 1.2.4 and later the /decks/ folder contains 4 subdirectories named constructed, cube, draft and sealed.
4) The /res/quest/ folder contains your questData file. This file includes all of the information for your current quest. You will not be able to continue your quest in a newer version of Forge unless you copy over the file named "questData.dat".
You can place your deck files from an earlier version of Forge into the /res/decks/ folder. When you next launch Forge these decks will be converted to a newer format and will be moved into the proper subdirectory.
5) The Forge root folder contains a preference file named "forge.preferences" and you should also move a copy of this file over to the newer version.
4) The /res/draft/ and the /res/sealed/ folders contains files for the sealed and draft mode. You should copy over your files inside of these folders that end in the extension ".draft" or ".zsealed".
5) The /res/quest/data folder contains your questData files. These files include all of the information for your current quests. You will not be able to continue your quests in a newer version of Forge unless you copy over the your quest data files. These files have a ".dat" extension. You can now have multiple ongoing quests at the same time.
6) The Forge /res/preferences/ folder contains the preference files named "forge.preferences" and "editor.preferences". You should also move a copy of these files over to the newer version. The /res/preferences/ folder was added to version 1.2.8. The main.properties file was also moved to the /res/preferences/ folder.
7) The /res/layouts/ folder contains a file named "match_preferred.xml". This file contains information that forge uses when setting the layout for the battlefield display. The match_default.xml file contains the default layout for the battlefield.
The editor_preferred.xml file contains information that forge uses when setting the layout for the deck editor display. The editor_default.xml file contains the default layout for the deck editor display.
Advanced Updating to a newer version Instructions:
Advanced Updating to a newer version Instructions:
@@ -51,6 +59,8 @@ The quest pets archive contains two subdirectories named "icons" and "tokens". P
Your forge game may not come with one or more of these three folders as part of the forge archive. In this case you should use your computer's OS file system to create the proper folders with the correct names and they must be located inside of the /res/pics/ folder.
Your forge game may not come with one or more of these three folders as part of the forge archive. In this case you should use your computer's OS file system to create the proper folders with the correct names and they must be located inside of the /res/pics/ folder.
The in-game downloaders will grab an image for face-down (Morph) cards on the battlefield. To use a custom image, place a "morph.jpg" file in your res/pics/tokens directory.
Launching Forge and Memory Issues:
Launching Forge and Memory Issues:
@@ -67,6 +77,34 @@ If you have a low end machine you may find that the scripts above will prevent j
In this case you can try the following. Remove the background jpg picture from /res/images/ui/ folder. You can try using low quality pictures rather than the high quality pictures. Or you can try removing all of the jpg pictures from the pics folder.
In this case you can try the following. Remove the background jpg picture from /res/images/ui/ folder. You can try using low quality pictures rather than the high quality pictures. Or you can try removing all of the jpg pictures from the pics folder.
Forge failed to launch:
If you're trying to run Forge for the first time, but it doesn't open up, you can try the following to get some output and help yourself/us solve the problem.
1) Open up a terminal
- Under Windows, press Windows+R, type "cmd", hit enter
- Under Linux, you probably know that yourself. Use your distribution's application menu, and search for "terminal" in a group like "utilities".
- Launch the program named "Console.app" which can be found in your /Applications/Utilities/ folder. Highlight the "All Messages" option and click on the "Clear Display" button before launching Forge.
2) Go to the folder where you unpacked Forge
- Windows: Let's say your forge is in D:\Programs\Forge.
- Type "D:", Enter to change to the D: drive.
- Type "cd \Programs\Forge", Enter to change to the directory.
- NOTE: On nonenglish systems, you might have problems due to the poor localization of Windows. Go to the innermost directory you find (worst case is "\"), then "dir", Enter to show all folders in that folder. Search for the one you're probably wanting. For Example the German "Programme" could really be "Program Files" or something like that.
- NOTE: You might have to "quote" directory names with Spaces in them
- Linux: Let's say your forge is in /home/user/Forge
- Type "cd /home/user/Forge", Enter
- NOTE: You might have to "quote" or 'quote' directory names with Spaces in them
- Current versions of Forge no longer include a launcher script for Mac OS, proceed to step three.
3) Run Forge
- On Windows, just type "forge.exe", Enter
- On Linux, just type "forge.sh", Enter
- Launch the Forge application bundle by double clicking on the program named "Forge.app".
Now you will probably see some sort of Error in the console. the first few lines contain a message that might help you. If you can't fix the problem yourself, please take the complete output and report your problem on the Forum.
The Card Pictures disappear when you restart Forge:
The Card Pictures disappear when you restart Forge:
if you're running Windows 7, make sure you're running the program as an admin, otherwise no changes will be made to your system (nothing is saved). In Windows 7, Forge may be happier when run from somewhere in the My Documents structure, (they call them Libraries now???) or from another partition other than C:. The user has little permission to do much on the system drive.
if you're running Windows 7, make sure you're running the program as an admin, otherwise no changes will be made to your system (nothing is saved). In Windows 7, Forge may be happier when run from somewhere in the My Documents structure, (they call them Libraries now???) or from another partition other than C:. The user has little permission to do much on the system drive.
@@ -76,6 +114,8 @@ Java Issues:
Some people that are using an early version of Java 7 under the Windows OS have reported errors that state "Split must have > 2 children". Anyone having this sort of problem should de-install java 7 and install java 6 instead.
Some people that are using an early version of Java 7 under the Windows OS have reported errors that state "Split must have > 2 children". Anyone having this sort of problem should de-install java 7 and install java 6 instead.
Forge requires java 6 and will not run if you have an earlier version of java. You will need to update to java 6.
print("This script requires the text version of Arch's mtg-data to be present.You can download it from slightlymagic.net's forum and either place the text version next to this script or edit this script and provide the path to the file at the top.")
print("This script requires the text version of Arch's mtg-data to be present.You can download it from slightlymagic.net's forum and either place the text version next to this script or edit this script and provide the path to the file at the top.")
print("This script requires the text version of Arch's mtg-data to be present.You can download it from slightlymagic.net's forum and either place the text version next to this script or edit this script and provide the path to the file at the top.")
print("This script requires the text version of Arch's mtg-data to be present.You can download it from slightlymagic.net's forum and either place the text version next to this script or edit this script and provide the path to the file at the top.")
@@ -214,8 +217,6 @@ while line:
# store Card object in hash table
# store Card object in hash table
mtgDataCards[cardName]=card
mtgDataCards[cardName]=card
print'WARNING: Card template contains bogus SetInfo for testing only!!!'
print' Please remove the SetInfo before committing to repository\n'
A:SP$ Discard | Cost$ X 1 B Discard<X/Card/card> | ValidTgts$ Opponent | Mode$ RevealYouChoose | NumCards$ X | SpellDescription$ Look at target opponent's hand and choose X cards from it. That player discards those cards.
A:SP$ Discard | Cost$ X 1 B Discard<X/Card/card> | ValidTgts$ Opponent | Mode$ RevealYouChoose | NumCards$ X | References$ X | SpellDescription$ Look at target opponent's hand and choose X cards from it. That player discards those cards.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Creature.DamagedBy | TriggerZones$ Battlefield | Execute$ TrigGainLife | TriggerDescription$ Whenever a creature dealt damage by CARDNAME this turn dies, you gain life equal to that creature's toughness.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Creature.DamagedBy | TriggerZones$ Battlefield | Execute$ TrigGainLife | TriggerDescription$ Whenever a creature dealt damage by CARDNAME this turn dies, you gain life equal to that creature's toughness.
SVar:TrigGainLife:AB$ GainLife | Cost$ 0 | Defined$ You | LifeAmount$ X
SVar:TrigGainLife:AB$ GainLife | Cost$ 0 | Defined$ You | LifeAmount$ X | References$ X
T:Mode$ Blocks | ValidCard$ Card.Self | ValidBlocked$ Creature.Green,Creature.White | DelayedTrigger$ DelTrigBlocked | TriggerDescription$ Whenever CARDNAME blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
T:Mode$ Blocks | ValidCard$ Card.Self | ValidBlocked$ Creature.Green,Creature.White | DelayedTrigger$ DelTrigBlocked | TriggerDescription$ Whenever CARDNAME blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
T:Mode$ Blocks | ValidCard$ Creature.Green,Creature.White | ValidBlocked$ Card.Self | DelayedTrigger$ DelTrigBlocker | Secondary$ True | TriggerDescription$ Whenever CARDNAME blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
T:Mode$ Blocks | ValidCard$ Creature.Green,Creature.White | ValidBlocked$ Card.Self | DelayedTrigger$ DelTrigBlocker | Secondary$ True | TriggerDescription$ Whenever CARDNAME blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
SVar:DelTrigBlocked:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Each | Execute$ TrigDestroyBlocked | TriggerDescription$ Destroy blocked creature at end of combat.
SVar:DelTrigBlocked:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Player | Execute$ TrigDestroyBlocked | TriggerDescription$ Destroy blocked creature at end of combat.
SVar:DelTrigBlocker:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Each | Execute$ TrigDestroyBlocker | TriggerDescription$ Destroy blocking creature at end of combat.
SVar:DelTrigBlocker:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Player | Execute$ TrigDestroyBlocker | TriggerDescription$ Destroy blocking creature at end of combat.
Oracle:Cumulative upkeep-Put a -1/-1 counter on Aboroth. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigDestroy | TriggerDescription$ When CARDNAME dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigDestroy | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME dies, destroy all creatures blocking or blocked by it. They can't be regenerated.
R:Event$ Draw | ActiveZones$ Battlefield | ValidPlayer$ You | ReplaceWith$ AbundantChoice | Optional$ True | Description$ If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Oracle:If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
A:SP$ Attach | Cost$ G | ValidTgts$ Land | AILogic$ Pump
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ FreeCard | TriggerDescription$ When CARDNAME enters the battlefield, draw a card.
SVar:FreeCard:DB$Draw | Cost$ 0 | Defined$ You | NumCards$ 1
S:Mode$ Continuous | Affected$ Card.EnchantedBy | AddAbility$ AbundantGrowthTap | Description$ Enchanted land has "T: Add one mana of any color to your mana pool."
SVar:AbundantGrowthTap:AB$ Mana | Cost$ T | Produced$ Any | SpellDescription$ Add one mana of any color to your mana pool.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigSac | TriggerDescription$ When CARDNAME is put into a graveyard from the battlefield, each player sacrifices a creature.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigSac | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME is put into a graveyard from the battlefield, each player sacrifices a creature.
SVar:TrigSac:AB$Sacrifice | Cost$ 0 | SacValid$ Creature | Defined$ Each
SVar:TrigSac:AB$Sacrifice | Cost$ 0 | SacValid$ Creature | Defined$ Each
A:AB$ DealDamage | Cost$ B T | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumDmg$ X | SubAbility$ DBTap | SpellDescription$ Tap target creature. CARDNAME deals damage equal to CARDNAME's power to that creature.
A:AB$ DealDamage | Cost$ B T | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumDmg$ X | SubAbility$ DBTap | References$ X | SpellDescription$ Tap target creature. CARDNAME deals damage equal to CARDNAME's power to that creature.
Text:When Academy Rector is put into a graveyard from the battlefield, you may exile it. If you do, search your library for an enchantment card and put that card onto the battlefield. Then shuffle your library.
Text:no text
PT:1/2
PT:1/2
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Battlefield | Destination$ Graveyard | Execute$ TrigExile | OptionalDecider$ TriggeredCardController | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME dies, you may exile it. If you do, search your library for an enchantment card and put that card onto the battlefield. Then shuffle your library.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigChangeZone | TriggerDescription$ When CARDNAME enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.
A:SP$ Pump | Cost$ 3 G G | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumAtt$ +X | NumDef$ +X | SpellDescription$ Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control.
A:SP$ Pump | Cost$ 3 G G | ValidTgts$ Creature | TgtPrompt$ Select target creature | NumAtt$ +X | NumDef$ +X | References$ X | SpellDescription$ Target creature gets +X/+X until end of turn, where X is the highest converted mana cost among permanents you control.
A:SP$ Draw | Cost$ 1 U | Defined$ You | NumCards$ 1 | SubAbility$ DBDraw | SpellDescription$ Draw a card, then draw cards equal to the number of cards named CARDNAME in all graveyards.
A:SP$ Draw | Cost$ 1 U | Defined$ You | NumCards$ 1 | SubAbility$ DBDraw | SpellDescription$ Draw a card, then draw cards equal to the number of cards named CARDNAME in all graveyards.
SVar:DBDraw:DB$Draw | Defined$ You | NumCards$ X
SVar:DBDraw:DB$Draw | Defined$ You | NumCards$ X | References$ X
Oracle:{4}, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves the battlefield this turn, sacrifice Acidic Dagger. Activate this ability only before blockers are declared.
Oracle:Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)\nWhen Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
Oracle:Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)\nWhen Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
S:Mode$ Continuous | Affected$ Sliver | AddAbility$ Damage | Description$ All Slivers have "2, Sacrifice this permanent: This permanent deals 2 damage to target creature or player."
S:Mode$ Continuous | Affected$ Sliver | AddAbility$ Damage | Description$ All Slivers have "2, Sacrifice this permanent: This permanent deals 2 damage to target creature or player."
SVar:Damage:AB$DealDamage | Cost$ 2 Sac<1/CARDNAME> | ValidTgts$ Creature,Player | NumDmg$ 2 | TgtPrompt$ Select a target creature or player. | SpellDescription$ CARDNAME deals 2 damage to target creature or player.
SVar:Damage:AB$DealDamage | Cost$ 2 Sac<1/CARDNAME> | Tgt$ TgtCP | NumDmg$ 2 | SpellDescription$ CARDNAME deals 2 damage to target creature or player.
A:SP$ DealDamage | Cost$ 2 R | Defined$ You | NumDmg$ X | SubAbility$ DBDamageOpp | SpellDescription$ CARDNAME deals damage to each player equal to the number of lands he or she controls.
A:SP$ DealDamage | Cost$ 2 R | Defined$ You | NumDmg$ X | SubAbility$ DBDamageOpp | References$ X | SpellDescription$ CARDNAME deals damage to each player equal to the number of lands he or she controls.
SVar:DBDamageOpp:DB$DealDamage | Defined$ Opponent | NumDmg$ Y
SVar:DBDamageOpp:DB$DealDamage | Defined$ Opponent | NumDmg$ Y | References$ Y
A:AB$ DealDamage | Cost$ 1 T | NumDmg$ 1 | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | SubAbility$ SquirrelTokenCtrl | SpellDescription$ CARDNAME deals 1 damage to target creature or player. That creature's controller or that player puts a 1/1 green Squirrel creature token onto the battlefield.
Oracle:{1}, {T}: Acorn Catapult deals 1 damage to target creature or player. That creature's controller or that player puts a 1/1 green Squirrel creature token onto the battlefield.
A:SP$ Repeat | Cost$ 3 B B | RepeatSubAbility$ DBDig | RepeatOptional$ True | StackDescription$ Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times. | SpellDescription$ Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times.
Oracle:Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times.
A:AB$ Effect | Cost$ T | Name$ Adarkar Valkyrie Effect | ValidTgts$ Creature.Other | TgtPrompt$ Select target creature other than Adarkar Valkyrie | Triggers$ TrigChangesZone | SVars$ TrigChangeZone | References$ TrigChangesZone,TrigChangeZone | RememberObjects$ Targeted | SpellDescription$ When target creature other than CARDNAME dies this turn, return that card to the battlefield under your control.
SVar:TrigChangesZone:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Creature.IsRemembered | Execute$ TrigChangeZone | TriggerDescription$ If the targeted creature of Adarkar Valkyrie dies this turn, return it to the battlefield and you gain control of it.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Land.YouCtrl | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigExile | TriggerDescription$ Landfall - Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than CARDNAME.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Land.YouCtrl | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigExile | TriggerDescription$ Landfall - Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than CARDNAME.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Any | ValidCard$ Card.Self | Execute$ TrigReturn | TriggerDescription$ When CARDNAME leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Any | ValidCard$ Card.Self | Execute$ TrigReturn | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Land.YouCtrl | TriggerZones$ Battlefield | Execute$ TrigPump | TriggerDescription$ Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Land.YouCtrl | TriggerZones$ Battlefield | Execute$ TrigPump | TriggerDescription$ Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
A:SP$ Dig | Cost$ 2/U 2/U 2/U | DigNum$ 4 | ChangeNum$ 1 | SubAbility$ Dig2 | ConditionCheckSVar$ X | ConditionSVarCompare$ LEY | References$ X,Y | SpellDescription$ Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
Oracle:({2/U} can be paid with any two mana or with {U}. This card's converted mana cost is 6.)\nLook at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigPump | TriggerDescription$ When CARDNAME enters the battlefield, another target permanent is indestructible for as long as you control CARDNAME. (Effects that say "destroy" don't destroy that permanent. An indestructible creature can't be destroyed by damage.)
Oracle:Flying\nWhen Aegis Angel enters the battlefield, another target permanent is indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy that permanent. An indestructible creature can't be destroyed by damage.)
A:AB$ DealDamage | Cost$ Sac<1/CARDNAME> | ValidTgts$ Creature.withFlying | TgtPrompt$ Select target creature with flying | NumDmg$ X | SpellDescription$ CARDNAME deals damage equal to its power to target creature with flying.
A:AB$ DealDamage | Cost$ Sac<1/CARDNAME> | ValidTgts$ Creature.withFlying | TgtPrompt$ Select target creature with flying | NumDmg$ X | References$ X | SpellDescription$ CARDNAME deals damage equal to its power to target creature with flying.
T:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Battlefield | Execute$ TrigSac | TriggerDescription$ Whenever a player casts a creature spell, that player sacrifices a permanent unless he or she pays 1.
T:Mode$ SpellCast | ValidCard$ Creature | TriggerZones$ Battlefield | Execute$ TrigSac | TriggerDescription$ Whenever a player casts a creature spell, that player sacrifices a permanent unless he or she pays 1.
A:SP$ ChangeZone | Cost$ 1 U | ValidTgts$ Creature | TargetMin$ 0 | TargetMax$ X | TgtPrompt$ Select target creature | Origin$ Battlefield | Destination$ Hand | SpellDescription$ Return up to X target creatures to their owners' hands, where X is one plus the number of cards named CARDNAME in all graveyards as you cast CARDNAME.
A:SP$ ChangeZone | Cost$ 1 U | ValidTgts$ Creature | TargetMin$ 0 | TargetMax$ X | TgtPrompt$ Select target creature | Origin$ Battlefield | Destination$ Hand | References$ X | SpellDescription$ Return up to X target creatures to their owners' hands, where X is one plus the number of cards named CARDNAME in all graveyards as you cast CARDNAME.
T:Mode$ Blocks | ValidCard$ Card.Self | ValidBlocked$ Creature | DelayedTrigger$ DelayedTrig | TriggerDescription$ Whenever CARDNAME blocks a creature, return that creature to its owner's hand at end of combat.
T:Mode$ Blocks | ValidCard$ Card.Self | ValidBlocked$ Creature | DelayedTrigger$ DelayedTrig | TriggerDescription$ Whenever CARDNAME blocks a creature, return that creature to its owner's hand at end of combat.
SVar:DelayedTrig:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Each | Execute$ TrigBounce | TriggerDescription$ Return blocked creature to its owner's hand at end of combat.
SVar:DelayedTrig:Mode$ Phase | Phase$ EndCombat | ValidPlayer$ Player | Execute$ TrigBounce | TriggerDescription$ Return blocked creature to its owner's hand at end of combat.
A:SP$ ChangeZone | Cost$ 3 G U | ValidTgts$ Creature | TgtPrompt$ Select target creature | Origin$ Battlefield | Destination$ Hand | SubAbility$ TrigToken | SpellDescription$ Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that creature's converted mana cost.
A:SP$ ChangeZone | Cost$ 3 G U | ValidTgts$ Creature | TgtPrompt$ Select target creature | Origin$ Battlefield | Destination$ Hand | SubAbility$ TrigToken | SpellDescription$ Return target creature to its owner's hand. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that creature's converted mana cost.
#X will be the Converted Mana Cost of the target of AEther Mutation
#X will be the Converted Mana Cost of the target of AEther Mutation
SVar:TrigToken:DB$Token | Cost$ 0 | TokenAmount$ X | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1
SVar:TrigToken:DB$Token | Cost$ 0 | TokenAmount$ X | TokenName$ Saproling | TokenTypes$ Creature,Saproling | TokenOwner$ You | TokenColors$ Green | TokenPower$ 1 | TokenToughness$ 1 | References$ X
A:AB$ ChangeZone | Cost$ T | Origin$ Hand | Destination$ Battlefield | ChangeType$ Creature.cmcEQX+YouCtrl | ChangeNum$ 1 | OptionalDecider$ You | SpellDescription$ You may put a creature card with converted mana cost equal to the number of charge counters on CARDNAME from your hand onto the battlefield.
A:AB$ ChangeZone | Cost$ T | Origin$ Hand | Destination$ Battlefield | ChangeType$ Creature.cmcEQX+YouCtrl | ChangeNum$ 1 | OptionalDecider$ You | References$ X | SpellDescription$ You may put a creature card with converted mana cost equal to the number of charge counters on CARDNAME from your hand onto the battlefield.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigPutCounter | TriggerDescription$ At the beginning of your upkeep, you may put a charge counter on CARDNAME.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigPutCounter | TriggerDescription$ At the beginning of your upkeep, you may put a charge counter on CARDNAME.
Oracle:When AEthersnipe enters the battlefield, return target nonland permanent to its owner's hand.\nEvoke {1}{U}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Oracle:When AEthersnipe enters the battlefield, return target nonland permanent to its owner's hand.\nEvoke {1}{U}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
T:Mode$Phase | Phase$ Upkeep | WerewolfTransformCondition$ True | TriggerZones$ Battlefield | Execute$ TrigTransform | TriggerDescription$ At the beginning of each upkeep, if no spells were cast last turn, transform CARDNAME.
Oracle:At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.
ALTERNATE
Name:Werewolf Ransacker
ManaCost:no cost
Colors:red
Types:Creature Werewolf
Text:no text
PT:5/4
T:Mode$ Transformed | ValidCard$ Card.Self | Execute$ TrigDestroy | OptionalDecider$ You | TriggerDescription$ Whenever this creature transforms into CARDNAME, you may destroy target artifact. If that artifact is put into a graveyard this way, CARDNAME deals 3 damage to that artifact's controller
T:Mode$Phase | Phase$ Upkeep | WerewolfUntransformCondition$ True | TriggerZones$ Battlefield | Execute$ TrigTransform | TriggerDescription$ At the beginning of each upkeep, if a player cast two or more spells last turn, transform CARDNAME.
Oracle:Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller.\nAt the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
A:AB$ ChangeZone | Cost$ T | Origin$ Graveyard | Destination$ Battlefield | GainControl$ True | TgtPrompt$ Choose target creature card in your opponent's graveyard | ValidTgts$ Creature.YouDontCtrl+cmcLEX | ChangeNum$ 1 | SpellDescription$ Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.
A:AB$ ChangeZone | Cost$ T | Origin$ Graveyard | Destination$ Battlefield | GainControl$ True | TgtPrompt$ Choose target creature card in your opponent's graveyard | ValidTgts$ Creature.YouDontCtrl | ConditionCheckSVar$ Y | ConditionSVarCompare$ LEX | ChangeNum$ 1 | References$ X,Y | SpellDescription$ Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.
T:Mode$ LifeGained | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Whenever you gain life, put that many +1/+1 counters on CARDNAME.
T:Mode$ LifeGained | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigPutCounter | TriggerDescription$ Whenever you gain life, put that many +1/+1 counters on CARDNAME.
T:Mode$ Blocks | ValidCard$ Card.Self | Execute$ TrigDebuff | TriggerDescription$ When CARDNAME blocks, it becomes a Bird Giant, and it loses defender.
Oracle:Defender (This creature can't attack.)\nFlying\nWhen Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect lasts indefinitely.)
A:SP$ DamageAll | Cost$ 3 R R | ValidTgts$ Player | TgtPrompt$ Select target player | NumDmg$ 1 | RememberDamaged$ True | ValidCards$ Creature | ValidDescription$ each creature target player controls. | SubAbility$ DBAttack | SpellDescription$ CARDNAME deals 1 damage to each creature target player controls.
SVar:DBAttack:DB$ Pump | Defined$ Remembered | KW$ HIDDEN CARDNAME attacks each turn if able. | SubAbility$ DBCleanup | SpellDescription$ Each creature dealt damage this way attacks this turn if able.
A:SP$ Destroy | Cost$ 3 B | ValidTgts$ Creature.nonBlack | TgtPrompt$ Select target nonblack creature | NoRegen$ True | SpellDescription$ Destroy target nonblack creature. It can't be regenerated. If CARDNAME was kicked, it deals damage equal to that creature's power to the creature's controller.
A:SP$ Destroy | Cost$ 3 B | ValidTgts$ Creature.nonBlack | TgtPrompt$ Select target nonblack creature | NoRegen$ True | SpellDescription$ Destroy target nonblack creature. It can't be regenerated. If CARDNAME was kicked, it deals damage equal to that creature's power to the creature's controller.
A:SP$ Destroy | Cost$ 4 B R | ValidTgts$ Creature.nonBlack | TgtPrompt$ Select target nonblack creature | NoRegen$ True | SubAbility$ DBDamage | SpellDescription$ Kicker 1 R (You may pay an additional 1 R as you cast this spell.)
A:SP$ Destroy | Cost$ 4 B R | SetAsKicked$ True | ValidTgts$ Creature.nonBlack | TgtPrompt$ Select target nonblack creature | NoRegen$ True | SubAbility$ DBDamage | SpellDescription$ Kicker 1 R (You may pay an additional 1 R as you cast this spell.)
SVar:DBDamage:DB$DealDamage | Cost$ 0 | Defined$ TargetedController | NumDmg$ X
SVar:DBDamage:DB$DealDamage | Cost$ 0 | Defined$ TargetedController | NumDmg$ X | References$ X
A:AB$ DealDamage | Cost$ 1 R Sac<1/Creature.Goblin/Goblin creature> | Tgt$ TgtCP | NumDmg$ X | SpellDescription$ CARDNAME deals damage equal to the sacrificed creature's power to target creature or player.
A:AB$ DealDamage | Cost$ 1 R Sac<1/Creature.Goblin/Goblin creature> | Tgt$ TgtCP | NumDmg$ X | References$ X | SpellDescription$ CARDNAME deals damage equal to the sacrificed creature's power to target creature or player.
A:AB$ PutCounter | Cost$ AddCounter<1/LOYALTY> | Planeswalker$ True | CounterNum$ 1 | CounterType$ P1P1 | TargetMin$ 0 | TargetMax$ 1 | ValidTgts$ Creature | TgtPrompt$ Select target creature | SpellDescription$ Put a +1/+1 counter on up to one target creature.
A:AB$ Pump | Cost$ SubCounter<3/LOYALTY> | Planeswalker$ True | ValidTgts$ Creature | TgtPrompt$ Select target creature | KW$ Flying & Double Strike | SpellDescription$ Target creature gains flying and double strike until end of turn.
A:AB$ Token | Cost$ SubCounter<8/LOYALTY> | Planeswalker$ True | TokenAmount$ X | References$ X | TokenName$ Cat | TokenTypes$ Creature,Cat | TokenOwner$ You | TokenColors$ White | TokenPower$ 2 | TokenToughness$ 2 | Ultimate$ True | SpellDescription$ Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total.
Oracle:[+1] Put a +1/+1 counter on up to one target creature.\n[-3] Target creature gains flying and double strike until end of turn.\n[-8] Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total.
A:AB$ GainLife | Cost$ AddCounter<1/LOYALTY> | LifeAmount$ 2 | Planeswalker$ True | SpellDescription$ You gain 2 life.
A:AB$ GainLife | Cost$ AddCounter<1/LOYALTY> | LifeAmount$ 2 | Planeswalker$ True | SpellDescription$ You gain 2 life.
A:AB$ PutCounterAll | Cost$ SubCounter<1/LOYALTY> | ValidCards$ Creature.YouCtrl | CounterType$ P1P1 | CounterNum$ 1 | Planeswalker$ True | SubAbility$ DBPumpAll | SpellDescription$ Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
A:AB$ PutCounterAll | Cost$ SubCounter<1/LOYALTY> | ValidCards$ Creature.YouCtrl | CounterType$ P1P1 | CounterNum$ 1 | Planeswalker$ True | SubAbility$ DBPumpAll | SpellDescription$ Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
A:AB$ Token | Cost$ SubCounter<6/LOYALTY> | TokenAmount$ 1 | TokenName$ Avatar | TokenTypes$ Creature,Avatar | TokenOwner$ You | TokenColors$ White | TokenPower$ X | TokenToughness$ X | TokenStaticAbilities$ Static | TokenSVars$ X | Planeswalker$ True | Ultimate$ True | SpellDescription$ Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."
A:AB$ Token | Cost$ SubCounter<6/LOYALTY> | TokenAmount$ 1 | TokenName$ Avatar | TokenTypes$ Creature,Avatar | TokenOwner$ You | TokenColors$ White | TokenPower$ X | TokenToughness$ X | TokenStaticAbilities$ Static | TokenSVars$ X | Planeswalker$ True | Ultimate$ True | References$ X | SpellDescription$ Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."
SVar:Static:Mode$ Continuous | SetPower$ X | SetToughness$ X | CharacteristicDefining$ True | Description$ This creature's power and toughness are each equal to your life total.
SVar:Static:Mode$ Continuous | SetPower$ X | SetToughness$ X | CharacteristicDefining$ True | Description$ This creature's power and toughness are each equal to your life total.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigSac | TriggerDescription$ When CARDNAME is put into a graveyard from the battlefield, each player sacrifices a land.
T:Mode$ ChangesZone | Origin$ Battlefield | Destination$ Graveyard | ValidCard$ Card.Self | Execute$ TrigSac | TriggerController$ TriggeredCardController | TriggerDescription$ When CARDNAME is put into a graveyard from the battlefield, each player sacrifices a land.
SVar:TrigSac:AB$Sacrifice | Cost$ 0 | SacValid$ Land | Defined$ Each
SVar:TrigSac:AB$Sacrifice | Cost$ 0 | SacValid$ Land | Defined$ Each
R:Event$ DamageDone | ValidSource$ Card.Red | ValidTarget$ Player | ReplaceWith$ DmgPlus1 | Description$ If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead.
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidSource$ Card.Red | ValidTarget$ Player | ReplaceWith$ DmgPlus1 | IsCombat$ False | Description$ If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead.
R:Event$ DamageDone | ActiveZones$ Battlefield | ValidSource$ Card.Red | ValidTarget$ Player | ReplaceWith$ DmgPlus1Combat | IsCombat$ True | Secondary$ True | Description$ If a red source would deal damage to a player, it deals that much damage plus 1 to that player instead.
SVar:DmgPlus1:AB$DealDamage | Cost$ 0 | Defined$ ReplacedTarget | DamageSource$ ReplacedSource | NumDmg$ X | References$ X
SVar:DmgPlus1Combat:AB$DealDamage | Cost$ 0 | CombatDamage$ True | Defined$ ReplacedTarget | DamageSource$ ReplacedSource | NumDmg$ X | References$ X
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | OptionalDecider$ You | Execute$ TrigPumpAll | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | OptionalDecider$ You | Execute$ TrigPumpAll | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Ally.Other+YouCtrl | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigPumpAll | Secondary$ True | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Ally.Other+YouCtrl | TriggerZones$ Battlefield | OptionalDecider$ You | Execute$ TrigPumpAll | Secondary$ True | TriggerDescription$ Whenever CARDNAME or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
A:SP$ ChooseColor | Cost$ 2 W | Defined$ You | AILogic$ MostProminentAttackers | SubAbility$ DBProtection | SpellDescription$ Choose a color. Creatures you control gain protection from the chosen color until end of turn.
A:SP$ ChooseColor | Cost$ 2 W | Defined$ You | AILogic$ MostProminentAttackers | SubAbility$ DBProtection | SpellDescription$ Choose a color. Creatures you control gain protection from the chosen color until end of turn.
Oracle:Choose a color. Creatures you control gain protection from the chosen color until end of turn.\nCycling {W} ({W}, Discard this card: Draw a card.)
Oracle:Choose a color. Creatures you control gain protection from the chosen color until end of turn.\nCycling {W} ({W}, Discard this card: Draw a card.)
K:CostChange:Player:More:W:Spell:white:All:NoSpecial:Desc|White spells you cast cost W more to cast.
S:Mode$ RaiseCost | ValidCard$ Card.White | Activator$ You | Type$ Spell | Color$ W | Amount$ 1 | Description$ White spells you cast cost W more to cast.
A:SP$ GainLife | Cost$ X W W | ValidTgts$ Player | TgtPrompt$ Select target player | LifeAmount$ X | PrecostDesc$ Choose one - | SpellDescription$ Target player gains X life;
A:SP$ GainLife | Cost$ X W W | ValidTgts$ Player | TgtPrompt$ Select target player | LifeAmount$ X | PrecostDesc$ Choose one - | References$ X | SpellDescription$ Target player gains X life;
A:SP$ PreventDamage | Cost$ X W W | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | Amount$ X | PrecostDesc$ or | SpellDescription$ prevent the next X damage that would be dealt to target creature or player this turn.
A:SP$ PreventDamage | Cost$ X W W | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player | Amount$ X | PrecostDesc$ or | References$ X | SpellDescription$ prevent the next X damage that would be dealt to target creature or player this turn.
A:AB$ Mana | Cost$ T | Produced$ 1 | SpellDescription$ Add 1 to your mana pool.
A:AB$ Effect | Cost$ U G T | Name$ Refuge Effect | StaticAbilities$ QuickSpell | SpellDescription$ Until end of turn, you may cast nonland cards as though they had flash.
SVar:QuickSpell:Mode$ Continuous | Affected$ You | AddKeyword$ You may cast nonland cards as though they had flash. | Description$ You may cast nonland cards as though they had flash.
Text:Cast CARDNAME only during combat after blockers are declared.
A:SP$ FlipACoin | Cost$ 1 R | ValidTgts$ Creature | TgtPrompt$ Select target creature to gain +1/+1 | WinSubAbility$ AleatoryPump | LoseSubAbility$ AleatoryDraw | ActivationPhases$ Declare Blockers - Play Instants and Abilities->EndCombat | SpellDescription$ Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
Oracle:Cast Aleatory only during combat after blockers are declared.\nFlip a coin. If you win the flip, target creature gets +1/+1 until end of turn.\nDraw a card at the beginning of the next turn's upkeep.
A:SP$ ChangeZone | Cost$ 2 B B | Origin$ Stack | Destination$ Exile | SubAbility$ DBPutCounter | SpellDescription$ Exile CARDNAME with two scream counters on it. At the beginning of your upkeep, if CARDNAME is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to the battlefield.
A:SP$ ChangeZone | Cost$ 2 B B | Origin$ Stack | Destination$ Exile | RememberChanged$ True | SubAbility$ DBPutCounter | SpellDescription$ Exile CARDNAME with two scream counters on it. At the beginning of your upkeep, if CARDNAME is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from his or her graveyard to the battlefield.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Card.Self+counters_EQ0_SCREAM | PresentZone$ Exile | Execute$ TrigMoveToGraveyard | TriggerZones$ Exile | Secondary$ True | TriggerDescription$ Put CARDNAME into your graveyard and return all creatures to the battlefield.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | IsPresent$ Card.Self+counters_EQ0_SCREAM | PresentZone$ Exile | Execute$ TrigMoveToGraveyard | TriggerZones$ Exile | Secondary$ True | TriggerDescription$ Put CARDNAME into your graveyard and return all creatures to the battlefield.
A:SP$ Draw | Cost$ 4 U | NumCards$ X | ValidTgts$ Player | TgtPrompt$ Select target player | SpellDescription$ Domain - Target player draws a card for each basic land type among lands he or she controls.
A:SP$ Draw | Cost$ 4 U | NumCards$ X | ValidTgts$ Player | TgtPrompt$ Select target player | References$ X | SpellDescription$ Domain - Target player draws a card for each basic land type among lands he or she controls.
A:SP$ Pump | Cost$ 6 R R | ValidTgts$ Creature.YouDontCtrl | TgtPrompt$ Select target creature an opponent controls | RememberTargets$ True | StackDescription$ None | SubAbility$ AlphaAttack | SpellDescription$ Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
SVar:AlphaAttack:DB$DamageAll | ValidCards$ Creature.YouDontCtrl+IsNotRemembered | DamageSource$ Targeted | NumDmg$ Y | SubAbility$ SucksToBeAlpha | References$ Y | StackDescription$ Targeted creature deals damage equal to its power to each other creature that player controls,
SVar:SucksToBeAlpha:DB$ EachDamage | ValidCards$ Creature.YouDontCtrl+IsNotRemembered | ValidDescription$ of those creatures | NumDmg$ X | DamageDesc$ damage equal to its power | DefinedCards$ Remembered | SubAbility$ DBCleanup | References$ X | StackDescription$ then each of those creatures deals damage equal to its power to that creature
#NumDmg isn't really used here. It is left for clarity. The AF pulls Damage straight from "X" hardcoded.
Oracle:Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
A:AB$ Mill | Cost$ Sac<1/Creature> | NumCards$ X | ValidTgts$ Player | TgtPrompt$ Choose a player | SpellDescription$ Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard.
A:AB$ Mill | Cost$ Sac<1/Creature> | NumCards$ X | ValidTgts$ Player | TgtPrompt$ Choose a player | References$ X | SpellDescription$ Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard.
T:Mode$ Phase | Phase$ Main1 | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigGetMana | TriggerDescription$ At the beginning of your precombat main phase, add B to your mana pool for each charge counter on CARDNAME.
T:Mode$ Phase | Phase$ Main1 | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigGetMana | TriggerDescription$ At the beginning of your precombat main phase, add B to your mana pool for each charge counter on CARDNAME.
SVar:TrigGetMana:AB$ Mana | Cost$ 0 | Produced$ B | Amount$ X | SpellDescription$ Add X B to your mana pool
SVar:TrigGetMana:AB$ Mana | Cost$ 0 | Produced$ B | Amount$ X | References$ X | SpellDescription$ Add X B to your mana pool
A:AB$ Destroy | Cost$ 7 T | ValidTgts$ Creature | TgtPrompt$ Select target creature | SubAbility$ DBPutCounter | SpellDescription$ Destroy target creature. Then put a charge counter on CARDNAME.
A:AB$ Destroy | Cost$ 7 T | ValidTgts$ Creature | TgtPrompt$ Select target creature | SubAbility$ DBPutCounter | SpellDescription$ Destroy target creature. Then put a charge counter on CARDNAME.
A:AB$ Mana | Cost$ T | Produced$ Any | Amount$ 1 | RestrictValid$ Card.wasCastFromGraveyard+withFlashback | SubAbility$ DBMana | SpellDescription$ Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells with flashback from a graveyard.
SVar:DBMana:DB$ Mana | Cost$ 0 | Produced$ Any | Amount$ 1 | RestrictValid$ Card.wasCastFromGraveyard+withFlashback | AILogic$ MostProminentInComputerHand
Oracle:Altar of the Lost enters the battlefield tapped.\n{T}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells with flashback from a graveyard.
S:Mode$ Continuous | Affected$ Creature.cmcLE3 | AddHiddenKeyword$ HIDDEN Flash & HIDDEN May be played without paying its mana cost | AffectedZone$ Hand,Graveyard,Exile | Description$ Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.
S:Mode$ Continuous | Affected$ Creature.cmcLE3 | AddHiddenKeyword$ HIDDEN May be played without paying its mana cost and as though it has flash | AffectedZone$ Hand,Graveyard,Exile | Description$ Any player may play creature cards with converted mana cost 3 or less without paying their mana cost and as though they had flash.
A:SP$ Draw | Cost$ 3 U | NumCards$ 3 | SubAbility$ ChangeZoneDB | SpellDescription$ Draw three cards, then put a card from your hand on the bottom of your library.
A:SP$ GainLife | Cost$ 1 G G | LifeAmount$ X | SpellDescription$ You gain X plus 1 life, where X is the number of green creatures on the battlefield.
A:SP$ GainLife | Cost$ 1 G G | LifeAmount$ X | References$ X | SpellDescription$ You gain X plus 1 life, where X is the number of green creatures on the battlefield.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | CheckSVar$ X | SVarCompare$ GE1 | Execute$ TrigPump | TriggerDescription$ At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
Oracle:At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigDamage | TriggerDescription$ When CARDNAME enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls.
SVar:TrigDamage:DB$DealDamage | ValidTgts$ Player | TgtPrompt$ Select target player | NumDmg$ X | RememberTargets$ True | SubAbility$ DBCleanup | References$ X
Oracle:When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls.\nUnearth {5}{B}{R} ({5}{B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigGainLife | TriggerDescription$ When CARDNAME enters the battlefield, you gain 1 life for each card in your graveyard.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ TrigGainLife | TriggerDescription$ When CARDNAME enters the battlefield, you gain 1 life for each card in your graveyard.
SVar:TrigGainLife:AB$GainLife | Cost$ 0 | Defined$ You | LifeAmount$ X
SVar:TrigGainLife:AB$GainLife | Cost$ 0 | Defined$ You | LifeAmount$ X | References$ X
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Any | Destination$ Battlefield | Execute$ TrigDig | TriggerDescription$ When CARDNAME enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
T:Mode$ ChangesZone | ValidCard$ Card.Self | Origin$ Any | Destination$ Battlefield | Execute$ TrigDig | TriggerDescription$ When CARDNAME enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
A:SP$ Draw | Cost$ 0 | NumCards$ 3 | ValidTgts$ Player | TgtPrompt$ Choose a player | SpellDescription$ Target player draws three cards. | ActivationLimit$ 0
A:SP$ Draw | Cost$ 0 | NumCards$ 3 | ValidTgts$ Player | TgtPrompt$ Choose a player | SpellDescription$ Target player draws three cards. | ActivationLimit$ 0
Oracle:Ancestral Vision is blue.\nSuspend 4-{U} (Rather than cast this card from your hand, pay {U} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)\nTarget player draws three cards.
Oracle:Ancestral Vision is blue.\nSuspend 4-{U} (Rather than cast this card from your hand, pay {U} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)\nTarget player draws three cards.
S:Mode$ Continuous | EffectZone$ All | CharacteristicDefining$ True | SetPower$ X | SetToughness$ X | References$ X | Description$ CARDNAME's power and toughness are each equal to the total converted mana cost of other creatures you control.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ TrigDamageYou | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of each player's upkeep, CARDNAME deals damage to that player equal to the number of artifacts he or she controls.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | Execute$ TrigDamageYou | TriggerZones$ Battlefield | TriggerDescription$ At the beginning of each player's upkeep, CARDNAME deals damage to that player equal to the number of artifacts he or she controls.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ Opponent | Execute$ TrigDamageOpp | TriggerZones$ Battlefield | Secondary$ True | TriggerDescription$ At the beginning of each player's upkeep, CARDNAME deals damage to that player equal to the number of artifacts he or she controls.
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ Opponent | Execute$ TrigDamageOpp | TriggerZones$ Battlefield | Secondary$ True | TriggerDescription$ At the beginning of each player's upkeep, CARDNAME deals damage to that player equal to the number of artifacts he or she controls.
SVar:TrigDamageYou:AB$DealDamage | Cost$ 0 | Defined$ You | NumDmg$ X
SVar:TrigDamageYou:AB$DealDamage | Cost$ 0 | Defined$ You | NumDmg$ X | References$ X
SVar:TrigDamageOpp:AB$DealDamage | Cost$ 0 | Defined$ Opponent | NumDmg$ Y
SVar:TrigDamageOpp:AB$DealDamage | Cost$ 0 | Defined$ Opponent | NumDmg$ Y | References$ Y
A:AB$ Mana | Cost$ T | Produced$ Any | RestrictValid$ Creature | SpellDescription$ Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell.
A:AB$ Pump | Cost$ B | NumAtt$ +1 | NumDef$ +1 | SpellDescription$ CARDNAME gets +1/+1 until end of turn.
A:AB$ Pump | Cost$ B | NumAtt$ +1 | NumDef$ +1 | SpellDescription$ CARDNAME gets +1/+1 until end of turn.
K:CostChange:Player:More:B:Spell:black:All:NoSpecial:Desc|Black spells you cast cost B more to cast.
S:Mode$ RaiseCost | ValidCard$ Card.Black | Activator$ You | Type$ Spell | Color$ B | Amount$ 1 | Description$ Black spells you cast cost B more to cast.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ ExileAll | TriggerDescription$ When CARDNAME enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
Oracle:Flying\nWhen Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
S:Mode$ Continuous | Affected$ Creature.nonBlack+Other+YouCtrl | AddPower$ 1 | AddToughness$ 1 | Description$ Other nonblack creatures you control get +1/+1.
S:Mode$ Continuous | Affected$ Player | AddKeyword$ You can't pay life to cast spells or activate abilities. & You can't sacrifice creatures to cast spells or activate abilities. | Description$ Players can't pay life or sacrifice creatures to cast spells or activate abilities.
T:Mode$ ChangesZone | Origin$ Any | Destination$ Battlefield | ValidCard$ Card.Self | Execute$ HolyHeal | TriggerDescription$ When CARDNAME enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
SVar:HolyHeal:DB$ PreventDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player (1) | Amount$ 1 | SubAbility$ Heal2
SVar:Heal2:DB$ PreventDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player (2) | Amount$ 1 | SubAbility$ Heal3
SVar:Heal3:DB$ PreventDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player (3) | Amount$ 1 | SubAbility$ Heal4
SVar:Heal4:DB$ PreventDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player (4) | Amount$ 1 | SubAbility$ Heal5
SVar:Heal5:DB$ PreventDamage | ValidTgts$ Creature,Player | TgtPrompt$ Select target creature or player (5) | Amount$ 1
Oracle:Flash, convoke (Each creature you tap while casting this spell reduces its cost by {1} or by one mana of that creature's color.)\nFlying\nWhen Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
End
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