Hi,
Good idea, I must admit I didn’t code anything for quite some time now, I think my last addition must have been @damaged… and since then I did not do anything in the SVN, I’ve been more focused on creating/updating theme (that’s all jeck fault

) and also helping on the forum.
Back in time, we had a specific thread about possible addition to the parser… it has became quite outdated since most of the suggestion have been added now, but I had also some thoughts and what could be added, in fact I tryed to add new keyword, but it was crappy and did not worked at all (that’s always frustrating, since I’m sure a real coder and not an amateur like me would have done the job in a matter of hours) and I’ve given up. So let me deliver my thoughts since I did not do anything productive on it yet (I have a very low motivation on coding rigth now

).
1. Add [multicoloured] to the targetChooser, we can now do target=creature[black] but we cannot do target=creature[multicoloured], this (not so) simple addition will allow to add 15 new cards to wagic (out of the 29 with this keyword).
2. Add a new trigger @blocked , this is basically the same idea as @damaged, there is a lot of cards that could benefit from such trigger, also some cards that have already been coded with some workaround.
3. Add upkeep cost (also this one is more tricky), since we now have counter if we add upkeep cost we will automatically add cumulative upkeep, this would also allow to evtl. Softcode some of the currently hardcoded card. For upkeep cost there should be a triggered effect if you don’t pay the upkeep cost. We could think of something like @each my upkeep:pay:{B} !Bury && life:-2 controller (which mean at each upkeep pay {B} or bury and loose 2 life)
4. Finalize the phaseskip keyword (see:
viewtopic.php?f=15&t=1205 ) this one would be great.
5. Implement Multi-targeting, multi targeting means you can have more than one target for a given effect (e.g. deals 2 damage to 2 target creature).There is a consequent number of card that could benefit from this, even if some of them would be very complex (e.g. target player loose 2 life and target creature you control get trample…). But that definitely something that we need to implement at some point.
6. Expand the parsedInt, that is basically what Dr Solomat is requesting, but it should be even more extended with some new integer like e.g. D for damages (e.g. some very nice & powerfull card i'm dreaming of like auto=@damaged(player) from(this):deplete:d opponent )
That’s all folks.
Abra