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Edit pile cleanup: Deck tags, first pass: folder 'a', part 1 #6489
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Edit pile cleanup: Deck tags, first pass: folder 'a', part 1 #6489
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@@ -6,4 +6,6 @@ K:Flying | |||
T:Mode$ Phase | Phase$ Upkeep | ValidPlayer$ You | TriggerZones$ Battlefield | Execute$ TrigEnergy | TriggerDescription$ At the beginning of your upkeep, you get {E}{E}{E} (three energy counters). | |||
SVar:TrigEnergy:DB$ PutCounter | Defined$ You | CounterType$ ENERGY | CounterNum$ 3 | |||
A:AB$ ChangeZoneAll | Cost$ PayEnergy<8> | ChangeType$ Creature.StrictlyOther | SorcerySpeed$ True | Origin$ Battlefield | Destination$ Hand | SpellDescription$ Return all other creatures to their owners' hands. Activate only as a sorcery. | |||
DeckHas:Ability$Counters | |||
DeckHints:Ability$Counters |
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especially the hints seem too generic for energy imo 🤔
I guess Ability$Proliferate
is an alternative but honestly just because it's possible we really shouldn't flood every counter producer with that (especially in cases like this card which already works not too bad on its own)
Not sure what could be the right boundary - maybe only the really strong synergy ones like Simic Ascendancy?
FWIW Ability$Energy
is also used on 3 cards so that's useless and should probably be removed instead (or is Energy enough of an Archetype to bother with completing it?)
Perhaps we can try and write down some rough decision guidance while working through these PR...
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Fair on being more judicious about it. I have been more inclined to hint proliferate on cards that distribute counters.
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While reviewing keywords with issues to address, I tagged:
- scripts with awaken with the creature type and keyword ability
- scripts with a level up cost of 3 mana or more with proliferate
As for energy, I feel something like Ability$Counters.Energy
to go alongside Ability$Counters.P1P1
could be more useful. Of course, some character other than a period can be used as a separator for this layer of classification.
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hmn working towards some Ability groups like that would also let you use logic where a rather generic tag can be fulfilled with more specific ones based on it 🥇
DeckHints:Ability$Counters
➡️ DeckHas:Ability$Counters.Energy
+ DeckHas:Ability$Counters
but
DeckHints:Ability$Counters.Energy
➡️ DeckHas:Ability$Counters.Energy
I already added the basics for that in #564
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Oh okay then, I'll propagate that with (I hope) the required judiciousness.
Also, while we're on Ability groups, I've had the vague notion that Mana.Prismatic
/Mana.Colors
/Mana.AnyColor
for the likes of Birds of Paradise could be useful to go along with Mana.Colorless
.
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Just to confirm: from looking over the code, when we're dealing with multiple kinds of counters (for instance, Phyrexian Hydra ) the correct script snippet is Ability$Counters.M1M1|Counters.Poison
, right?
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that should fit
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any progress?
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A fair bit. I think I've got the M1M1
and P1P1
counters adequately covered. Now it's charge counters, maybe time counters and a smattering of other aesthetic ones afterward. And then it's making the pass to recheck Proliferate
for relevance.
Add files via upload
A fairly extensive pass: 4566 changed files on my side, though overlap with previous PRs resulted in some edit redundancy.
The gist:
Deck*:
tagsDeck*:
tags, notably tagging token scripts and various extra deck cards.