Badges

0 First Strike <HELP title="MORE_INFO_BADGE_TITLE_0" body="MORE_INFO_BADGE_BODY_0" zone="ZONE_ANY" /> BADGE_FIRSTSTRIKE CHARACTERISTIC_FIRST_STRIKE
1 Trample <HELP title="MORE_INFO_BADGE_TITLE_1" body="MORE_INFO_BADGE_BODY_1" zone="ZONE_ANY" /> BADGE_TRAMPLE CHARACTERISTIC_TRAMPLE
2 Double Strike <HELP title="MORE_INFO_BADGE_TITLE_2" body="MORE_INFO_BADGE_BODY_2" zone="ZONE_ANY" /> BADGE_DOUBLESTRIKE CHARACTERISTIC_DOUBLE_STRIKE
3 Deathtouch <HELP title="MORE_INFO_BADGE_TITLE_3" body="MORE_INFO_BADGE_BODY_3" zone="ZONE_ANY" /> BADGE_DEATHTOUCH CHARACTERISTIC_DEATHTOUCH
4 Lifelink <HELP title="MORE_INFO_BADGE_TITLE_4" body="MORE_INFO_BADGE_BODY_4" zone="ZONE_ANY" /> BADGE_LIFELINK CHARACTERISTIC_LIFELINK
5 Reach <HELP title="MORE_INFO_BADGE_TITLE_5" body="MORE_INFO_BADGE_BODY_5" zone="ZONE_ANY" /> BADGE_REACH CHARACTERISTIC_REACH
6 Defender <HELP title="MORE_INFO_BADGE_TITLE_6" body="MORE_INFO_BADGE_BODY_6" zone="ZONE_ANY" /> BADGE_DEFENDER CHARACTERISTIC_DEFENDER
7 Shroud <HELP title="MORE_INFO_BADGE_TITLE_7" body="MORE_INFO_BADGE_BODY_7" zone="ZONE_ANY" /> BADGE_SHROUD CHARACTERISTIC_SHROUD
8 Indestructible <HELP title="MORE_INFO_BADGE_TITLE_8" body="MORE_INFO_BADGE_BODY_8" zone="ZONE_ANY" /> BADGE_INDESTRUCTIBLE CHARACTERISTIC_INDESTRUCTIBLE
9 Unblockable <HELP title="MORE_INFO_BADGE_TITLE_9" body="MORE_INFO_BADGE_BODY_9" zone="ZONE_ANY" /> BADGE_UNBLOCKABLE CHARACTERISTIC_UNBLOCKABLE
10Flying <HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" /> BADGE_FLYING CHARACTERISTIC_FLYING
11Shadow <HELP title="MORE_INFO_BADGE_TITLE_11" body="MORE_INFO_BADGE_BODY_11" zone="ZONE_ANY" /> BADGE_SHADOW CHARACTERISTIC_SHADOW
12Flash <HELP title="MORE_INFO_BADGE_TITLE_12" body="MORE_INFO_BADGE_BODY_12" zone="ZONE_ANY" /> BADGE_FLASH CHARACTERISTIC_FLASH
13Vigilance <HELP title="MORE_INFO_BADGE_TITLE_13" body="MORE_INFO_BADGE_BODY_13" zone="ZONE_ANY" /> BADGE_VIGILANCE CHARACTERISTIC_VIGILANCE
14Haste <HELP title="MORE_INFO_BADGE_TITLE_14" body="MORE_INFO_BADGE_BODY_14" zone="ZONE_ANY" /> BADGE_HASTE CHARACTERISTIC_HASTE
15Fear <HELP title="MORE_INFO_BADGE_TITLE_15" body="MORE_INFO_BADGE_BODY_15" zone="ZONE_ANY" /> BADGE_FEAR CHARACTERISTIC_FEAR
16Plainswalk <HELP title="MORE_INFO_BADGE_TITLE_16" body="MORE_INFO_BADGE_BODY_16" zone="ZONE_ANY" /> BADGE_PLAINS_WALK CHARACTERISTIC_PLAINSWALK
17Islandwalk <HELP title="MORE_INFO_BADGE_TITLE_17" body="MORE_INFO_BADGE_BODY_17" zone="ZONE_ANY" /> BADGE_ISLAND_WALK CHARACTERISTIC_ISLANDWALK
18Swampwalk <HELP title="MORE_INFO_BADGE_TITLE_18" body="MORE_INFO_BADGE_BODY_18" zone="ZONE_ANY" /> BADGE_SWAMP_WALK CHARACTERISTIC_SWAMPWALK
19Mountainwalk <HELP title="MORE_INFO_BADGE_TITLE_19" body="MORE_INFO_BADGE_BODY_19" zone="ZONE_ANY" /> BADGE_MOUNTAIN_WALK CHARACTERISTIC_MOUNTAINWALK
20Forestwalk <HELP title="MORE_INFO_BADGE_TITLE_20" body="MORE_INFO_BADGE_BODY_20" zone="ZONE_ANY" /> BADGE_FOREST_WALK CHARACTERISTIC_FORESTWALK
21Hexproof <HELP title="MORE_INFO_BADGE_TITLE_21" body="MORE_INFO_BADGE_BODY_21" zone="ZONE_ANY" /> BADGE_HEXPROOF CHARACTERISTIC_HEXPROOF
22Tap and Hold <HELP title="MORE_INFO_BADGE_TITLE_22" body="MORE_INFO_BADGE_BODY_22" zone="ZONE_ANY" /> BADGE_DOESNT_UNTAP CHARACTERISTIC_DOESNT_UNTAP
23Tap and Hold <HELP title="MORE_INFO_BADGE_TITLE_23" body="MORE_INFO_BADGE_BODY_23" zone="ZONE_ANY" /> BADGE_DOESNT_UNTAP_NEXT_TIME CHARACTERISTIC_DOESNT_UNTAP
24Intimidate <HELP title="MORE_INFO_BADGE_TITLE_24" body="MORE_INFO_BADGE_BODY_24" zone="ZONE_ANY" /> BADGE_INTIMIDATE CHARACTERISTIC_INTIMIDATE
25Annihilator <HELP title="MORE_INFO_BADGE_TITLE_25" body="MORE_INFO_BADGE_BODY_25" zone="ZONE_ANY" /> BADGE_ANNIHILATOR CHARACTERISTIC_ANNIHILATOR
26Battle Cry <HELP title="MORE_INFO_BADGE_TITLE_26" body="MORE_INFO_BADGE_BODY_26" zone="ZONE_ANY" /> BADGE_BATTLE_CRY CHARACTERISTIC_BATTLE_CRY
27Fading <HELP title="MORE_INFO_BADGE_TITLE_27" body="MORE_INFO_BADGE_BODY_27" zone="ZONE_ANY" /> BADGE_FADING CHARACTERISTIC_FADING
28Totem Armor <HELP title="MORE_INFO_BADGE_TITLE_28" body="MORE_INFO_BADGE_BODY_28" zone="ZONE_ANY" /> BADGE_TOTEM_ARMOR CHARACTERISTIC_TOTEM_ARMOUR
29Dies at End of Turn <HELP title="MORE_INFO_BADGE_TITLE_29" body="MORE_INFO_BADGE_BODY_29" zone="ZONE_ANY" /> BADGE_DIES_AT_END_OF_TURN
30Flanking <HELP title="MORE_INFO_BADGE_TITLE_30" body="MORE_INFO_BADGE_BODY_30" zone="ZONE_ANY" /> BADGE_FLANKING CHARACTERISTIC_FLANKING
31Infect <HELP title="MORE_INFO_BADGE_TITLE_31" body="MORE_INFO_BADGE_BODY_31" zone="ZONE_ANY" /> BADGE_INFECT CHARACTERISTIC_INFECT
32Wither <HELP title="MORE_INFO_BADGE_TITLE_32" body="MORE_INFO_BADGE_BODY_32" zone="ZONE_ANY" /> BADGE_WITHER CHARACTERISTIC_WITHER
33Exalted <HELP title="MORE_INFO_BADGE_TITLE_33" body="MORE_INFO_BADGE_BODY_33" zone="ZONE_ANY" /> BADGE_EXALTED
34Undying <HELP title="MORE_INFO_BADGE_TITLE_34" body="MORE_INFO_BADGE_BODY_34" zone="ZONE_ANY" /> BADGE_UNDYING
35Changeling <HELP title="MORE_INFO_BADGE_TITLE_35" body="MORE_INFO_BADGE_BODY_35" zone="ZONE_ANY" /> BADGE_CHANGELING CHARACTERISTIC_CHANGELING
CHARACTERISTIC_ALL_CREATURES_MUST_BLOCK_THIS_IF_ABLE
CHARACTERISTIC_CANNOT_ATTACK_ALONE
CHARACTERISTIC_CANNOT_BLOCK_ALONE
CHARACTERISTIC_CANT_ATTACK
CHARACTERISTIC_CANT_BE_COUNTERED
CHARACTERISTIC_CANT_BE_PLAYED
CHARACTERISTIC_CANT_BE_REGENERATED
CHARACTERISTIC_CANT_BLOCK
CHARACTERISTIC_CANT_HAVE_COUNTERS
CHARACTERISTIC_CANT_USE_ABILITIES
CHARACTERISTIC_COMES_INTO_PLAY_TAPPED
CHARACTERISTIC_DOESNT_DEAL_COMBAT_DAMAGE
CHARACTERISTIC_DOESNT_DEAL_DAMAGE
CHARACTERISTIC_DOESNT_RECEIVE_COMBAT_DAMAGE
CHARACTERISTIC_MUST_ATTACK
CHARACTERISTIC_MUST_ATTACK_EACH_TURN
CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE
CHARACTERISTIC_MUST_BLOCK
CHARACTERISTIC_PHASING
CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE
CHARACTERISTIC_WORTHLESS

Granting characteristics

Object():GetCurrentCharacteristics():Characteristic_Set( CHARACTERISTIC_DEATHTOUCH, 1 )

Layers

LayerPurposeExample card
Layer 0Cards basic ability that affects itself (First Strike, Trample, Flying)White Knight
Layer 1Copy effects (We haven't discovered the functions to use this or maybe its disabled by default).Clone
Layer 2Control-changing, gain control effects.Gilded Drake, Act of Treason
Layer 3Text-changing effects (This will probably not implemented in the game).Mind Bend
Layer 4Subtype, Supertype changing effects (Questionable).Conspiracy
Layer 5Color-changing effects (Haven't discovered the correct syntax or maybe disabled).Shifting Sky
Layer 6Ability granting/removing effects (Advanced granting of abilities is limited).Akroma's Memorial
Layer 7aVariable Power/Toughness defining effects like */*.Maro
Layer 7bSpecific Power/Toughness changing effects "target creature is a 0/1".Humble second effect.
Layer 7cModifying Power/Toughness changing effects "target creature gets +3/+3".Giant Growth
Layer 7dChanges from counters (If its implemented.. lots of cards to update)
Layer 7eSwitching Power and Toughness effects.Transmutation

Cards

ElementAttributesExample
CARD_V2<CARD_V2>...</CARD_V2>
FILENAMEtext<FILENAME text="MASTER_OF_THE_WILD_HUNT_281217" />
CARDNAMEtext<CARDNAME text="MASTER_OF_THE_WILD_HUNT" />
TITLEtext<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Master of the Wild Hunt]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Maître de la vénerie sauvage]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Maestro de la caza salvaje]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Herr der Wilden Jagd]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Maestro della Caccia Selvaggia]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[野生の狩りの達人]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[야성적 사냥의 달인]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Хозяин дикой охоты]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Mestre da Caçada Selvagem]]></LOCALISED_TEXT>
</TITLE>
MULTIVERSEIDvalue<MULTIVERSEID value="281217" />
ARTIDvalue<ARTID value="121652" />
ARTUVvalue<ARTUV value="0.000 0.175 1.000 0.395" />
ARTISTname<ARTIST name="Kev Walker" />
CASTING_COSTcost<CASTING_COST cost="{2}{G}{G}" />
FLASHBACK_COSTcost<FLASHBACK_COST cost="{G}" />
FLAVOURTEXTtext<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[“Anything we can do to hurt the Phyrexian invaders is worth dying for.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[« Tout ce que nous pouvons faire pour affecter les envahisseurs phyrexians vaut la peine de mourir. »]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[“Cualquier cosa que podamos hacer para herir a los invasores pirexianos es una razón digna para morir.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[„Alles, was wir tun können, um den phyrexianischen Eindringlingen zu schaden, ist es wert, dafür zu sterben.“]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[“Vale la pena morire per tutto ciò che possiamo fare per ferire i Phyrexian invasori.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[「ファイレクシアの侵略者を傷つけることができるなら、死んでも惜しくない。」]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA["피렉시아 침략자들에게 타격을 줄 수 있다면 죽어도 좋다.”]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[«Все, что мы можем сделать, чтобы уязвить фирексийских захватчиков, стоит того, чтобы за это погибнуть».]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[“Vale a pena morrer por qualquer coisa que possa ferir os invasores phyrexianos.”]]></LOCALISED_TEXT>
</FLAVOURTEXT>
SUPERTYPEmetaname<SUPERTYPE metaname="Legendary" />
TYPEmetaname<TYPE metaname="Creature" />
SUB_TYPEmetaname<SUB_TYPE metaname="Human" order_de-DE="0" order_es-ES="1" order_fr-FR="0" order_it-IT="1" order_jp-JA="0" order_ko-KR="0" order_pt-BR="0" order_ru-RU="0" />
EXPANSIONtext<EXPANSION value="DPG" />
RARITYmetaname<RARITY metaname="M" />
POWERvalue<POWER value="3" />
TOUGHNESSvalue<TOUGHNESS value="3" />
COLOURvalue<COLOUR value="B" /> Used for tokens
LOCALISED_TEXTLanguageCode<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Master of the Wild Hunt]]></LOCALISED_TEXT>
SFXtext
targetting_arrow
power_boundary_min
power_boundary_max
<SFX text="COMBAT_GREEN_MAGIC_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
ACTIVATED_ABILITYcommaspace
resource_id
active_zone
filter_zone
simple_filter
sorcery_time
during_your_turn
during_opponents_turn
upkeep
combat
non_combat
per_turn_limit
immunity
auto_skip
firebreathing
forced_skip
suppress_fizzle
any_player
LKI_shield_effect_source
hint_name
dangerous
<ACTIVATED_ABILITY auto_skip="1" firebreathing="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{R}: Inferno Titan gets +1/+0 until end of turn.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{R}: Le Titan de la fournaise gagne +1/+0 jusqu’à la fin du tour.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{R}: El Titán infernal obtiene +1/+0 hasta el final del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{R}: Der Inferno-Titan erhält +1/+0 bis zum Ende des Zuges.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{R}: Il Titano dell’Inferno prende +1/+0 fino alla fine del turno.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{R}:業火のタイタンはターン終了時まで+1/+0の修整を受ける。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{R}: 불바다 거신은 턴종료까지 +1/+0을 받는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{R}: Титан Преисподней получает +1/+0 до конца хода.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{R}: Titã do Inferno recebe +1/+0 até o final do turno.]]></LOCALISED_TEXT>
<COST type="Mana" cost="{R}" />
<CONTINUOUS_ACTION layer="7C">
if EffectSource() ~= nil then
EffectSource():GetCurrentCharacteristics():Power_Add( 1 )
EffectSource():GetCurrentCharacteristics():Toughness_Add( 0 )
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_AVAILABILITY step="declare_blockers" />
<AI_AVAILABILITY and="1" attacking_or_blocking="1" />
</ACTIVATED_ABILITY>
TRIGGERED_ABILITYcommaspace
resource_id
active_zone
filter_zone
simple_filter
internal
pre_trigger
auto_skip
dont_ask
forced_skip
suppress_fizzle
immunity
priority
badge
replacement_query
LKI_shield_effect_source
hint_name
dangerous
<TRIGGERED_ABILITY auto_skip="1">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[At the beginning of your upkeep, you may gain 1 life.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Au début de votre entretien, vous pouvez gagner 1 point de vie.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Al comienzo de tu mantenimiento, puedes ganar 1 vida.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Zu Beginn deines Versorgungssegments kannst du 1 Lebenspunkt dazuerhalten.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[All’inizio del tuo mantenimento, puoi guadagnare 1 punto vita.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたのアップキープの開始時に、あなたは1点のライフを得てもよい。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신의 유지단 시작에, 당신은 생명 1점을 얻을 수 있다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[В начале вашего шага поддержки вы можете получить 1 жизнь.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[No início de sua manutenção, você pode ganhar 1 ponto de vida.]]></LOCALISED_TEXT>
<TRIGGER value="BEGINNING_OF_STEP" simple_qualifier="controller">
return ( EffectController():MyTurn() ~= 0 ) and ( MTG():GetStep() == STEP_UPKEEP )
</TRIGGER>
<RESOLUTION_TIME_ACTION>
local player = EffectController()
if (player ~= nil) then
player:GainLife(1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
STATIC_ABILITYcommaspace
resource_id
active_zone
filter_zone
simple_filter
immunity
attach_filter
hint_name
<STATIC_ABILITY attach_filter="1" filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchant creature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Enchanter: créature]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Encantar criatura.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Kreaturenverzauberung]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Incanta creatura]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[エンチャント(クリーチャー)]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[생물에게 부여]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Зачаровать существо]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Encantar criatura]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION>
local attach_filter = Object():AttachmentFilter_Get()
attach_filter:Clear()
attach_filter:AddCardType( CARD_TYPE_CREATURE )
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
SPELL_ABILITYcommaspace
resource_id
active_zone
filter_zone
simple_filter
internal
forced_skip
suppress_fizzle
dangerous
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw a card for each Island you control.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Piochez une carte pour chaque île que vous contrôlez.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Roba una carta por cada isla que controles.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Ziehe für jede Insel, die du kontrollierst, eine Karte.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Pesca una carta per ogni Isola che controlli.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[あなたがコントロールする島1つにつきカードを1枚引く。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[당신이 조종하는 섬 한 개당 카드 한 장을 뽑는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Возьмите одну карту за каждый Остров под вашим контролем.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Compre um card para cada Ilha que você controla.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local filter = Object():GetFilter()
filter:Clear()
filter:SetController( EffectController() )
filter:SetZone( ZONE_IN_PLAY )
filter:AddSubType( LAND_TYPE_ISLAND )
filter:NotTargetted()
local NumCards = filter:Count()
while (NumCards > 0) do
NumCards = NumCards - 1
EffectController():DrawCard()
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
UTILITY_ABILITYcommaspace
resource_id
<UTILITY_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Kicker {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[Kick {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[Estímulo {5}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[Bonus {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[Potenziamento {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[キッカー {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[향상 {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[Усилитель {5}]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[Reforçar {5}]]></LOCALISED_TEXT>
<COST type="Mana" cost="{5}" qualifier="Kicker" />
</UTILITY_ABILITY>
MANA_ABILITYcommaspace
resource_id
<MANA_ABILITY filter_zone="ZONE_IN_PLAY">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {1} to your mana pool.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[{T}: Ajoutez {1} à votre réserve.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[{T}: Agrega {1} a tu reserva de maná.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[{T}: Erhöhe deinen Manavorrat um {1}.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[{T}: Aggiungi {1} alla tua riserva di mana.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[{T}:あなたのマナ・プールに{1}を加える。]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[{T}: {1}를 당신의 마나풀에 담는다.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[{T}: добавьте {1} в ваше хранилище маны.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[{T}: Adicione {1} à sua reserva de mana.]]></LOCALISED_TEXT>
<COST type="TapSelf" />
<PRODUCES amount="{1}" />
</MANA_ABILITY>
PRODUCESamount<PRODUCES amount="{W}" />
COSTtype
cost
points
name
number
qualifier
tag
<COST type="TapSelf" />
TOKEN_REGISTRATIONtype
reservation
<TOKEN_REGISTRATION reservation="1" type="TOKEN_WOLF_2_2_277478" />
AI_AVAILABILITYtype
step
turn
characteristic
parent_characteristic
blocking_or_blocked
attacking_or_blocking
and
<AI_AVAILABILITY step="end_of_turn" turn="their_turn" />
AI_BASE_SCOREzone
score
type
<AI_BASE_SCORE score="900" zone="ZONE_IN_PLAY" />
AI_COUNTER_SCOREtype
score
max_counters
<AI_COUNTER_SCORE type="CHARGE" score="100" />
AI_PLANAR_DIE_BEHAVIOURbehaviour
value
<AI_PLANAR_DIE_BEHAVIOUR behaviour="IfLosingRoll" />
AI_CUSTOM_SCOREzone<AI_CUSTOM_SCORE zone="ZONE_IN_PLAY">
if Object():GetPlayer():GetLifeTotal() < 25 then
Object():AddScore(500)
end
</AI_CUSTOM_SCORE>
HELPtitle
body
zone
zone_reverse
<HELP title="MORE_INFO_BADGE_TITLE_8" body="MORE_INFO_BADGE_BODY_8" zone="ZONE_ANY" />
TWINCAST_TYPE_EFFECTrepeating
conditional
target_choosing
layer
ignore_filter
id
<TWINCAST_TYPE_EFFECT />
TRIGGERvalue
from_zone
to_zone
simple_qualifier
<TRIGGER value="ZONECHANGE_END" to_zone="ZONE_IN_PLAY">
return (TriggerObject() ~= Object() and TriggerObject():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and TriggerObject():GetPlayer() == EffectController())
</TRIGGER>
FILTER<FILTER>
return (FilteredCard() ~= nil and
FilteredCard():GetCardType():Test( CARD_TYPE_CREATURE ) ~= 0 and
FilteredCard():GetZone() == ZONE_IN_PLAY and
FilteredCard():GetPlayer() == Object():GetPlayer())
</FILTER>
DURATIONsimple_duration<DURATION simple_duration="UntilEOT" />
CLEANUPsimple_cleanup
fire_once
<CLEANUP fire_once="1" />
PLAYTIME<PLAYTIME>
EffectController():ChooseTarget( 6, "CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE", EffectDC():Make_Targets(0) )
</PLAYTIME></COST>
TARGET_DETERMINATION<TARGET_DETERMINATION>
return AtLeastOneTargetFromDefinition(0)
</TARGET_DETERMINATION>
AVAILABILITY<AVAILABILITY>
return MTG():GetPhase() == PHASE_COMBAT and MTG():GetStep() > STEP_DECLARE_ATTACKERS
</AVAILABILITY>
PLAY_TIME_ACTION<PLAY_TIME_ACTION target_choosing="1">
EffectController():ChooseTarget( 0, "CARD_QUERY_CHOOSE_CREATURE_DEAL_1_DAMAGE", EffectDC():Make_Targets(0) )
</PLAY_TIME_ACTION>
CONTINUOUS_ACTION<CONTINUOUS_ACTION layer="7C">
if FilteredCard() ~= nil then
local characteristics = FilteredCard():GetCurrentCharacteristics()
if characteristics ~= nil then
characteristics:Power_Add( 1 )
characteristics:Toughness_Add( 0 )
end
end
</CONTINUOUS_ACTION>
TARGET_DEFINITION<TARGET_DEFINITION id="0">
local filter = Object():GetFilter()
filter:Clear()
filter:AddCardType( CARD_TYPE_CREATURE )
filter:SetZone( ZONE_IN_PLAY )
filter:SetHint( HINT_ALLIED, EffectController() )
</TARGET_DEFINITION>
FRAMECOLOURname<FRAMECOLOUR name="G" /> Never used in official game
ACTIONNever used ?
AI_DONT_DUPLICATENever used ?
AI_PLAY_SCORENever used ?
AI_PLAY_TIMEstep
phase
Never used ?
AI_SCORE_MULTIPLIERzone
value
Never used ?
COLLECTORNUMBERvalueNever used ?
DEFAULT_CASTNever used ?
HINThint_number
trigger
trigger_value
local_trigger
two_headed_giant_only
Never used ?
LAND_GROUPvalueNever used ?
MULTIKICKERNever used ?
NOT_IN_MAIN2Never used ?
KEYWORDtag
help_title
help_body
Never used ?
TARGET_SORT_DEFINITION>Never used ?
TYPELINEtextNever used ?

Triggers

Zones

Mana costs

////{B} {G} {R} {U} {W}
////{U/B} {U/G} {U/R} {U/U} {U/W}
...{number}
{X}
Never used
/{B/G} {B/R}
/{G/U} {G/W}
/{R/G} {R/W}
/{U/B} {U/R}
/{W/B} {W/U}
////Never used
Never used

Rarities

MythicM
RareR
UncommonU
CommonC
LandL

Supertypes

BasicSUPERTYPE_BASIC
LegendarySUPERTYPE_LEGENDARY
SUPERTYPE_ONGOING
SnowSUPERTYPE_SNOW
WorldSUPERTYPE_WORLD

Types

ArtifactCARD_TYPE_ARTIFACT
CreatureCARD_TYPE_CREATURE
EnchantmentCARD_TYPE_ENCHANTMENT
InstantCARD_TYPE_INSTANT
LandCARD_TYPE_LAND
PlaneCARD_TYPE_PLANE
PlaneswalkerCARD_TYPE_PLANESWALKER
SorceryCARD_TYPE_SORCERY

Subtypes

Functions

Filters

Team

Players

Objects

MTG

DataChest

Characteristics

step phase constant subtypes CARD_TYPE_PHENOMENON