Advertisement
LittleSallyDigby

Legends of Callistar Proofreading

Feb 27th, 2023
91
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 27.35 KB | None | 0 0
  1. Multipurpose
  2. =========================
  3. > I recommend running searches for "hero(es) (may?) play/draw" and "player (may?) use a power" to replace them with more Sentinels-ese phrasing. For instance, The New Anima has the incapacitated ability "A player may use a power" but the usual phrasing for that ability on cards like The Argent Adept is "One hero may use a power now."
  4. > It looks like effects that say "search your deck **and** trash for ..." (e.g. Anima's **Animist Generation**, Jacky Strong's **Put 'Em Up!**) have been implemented by calling the SearchForCards helper method with searchDeck and searchTrash both set to true. What that method actually does in that situation is let the player choose their deck or their trash and then only search the specified location. For effects where the player always gets to choose from all the matching cards in their deck *and* their trash, you're going to want to make your own implementation- probably something that makes a list of all the matching cards in the deck and the trash, lets the player choose which one(s) to move, and moves them. (It's not a huge mechanical difference, but it adds a weird unexpected extra step for the player, where they have to look at the contents of each zone themself, figure out what they want and where it is, and then tell the game "I want to look in *this* location.")
  5. > You don't need to put the **MakeDamageIrreducible** icon on cards that cause irreducible damage to be dealt- it's intended more for cards like Tactical Communicator, X-treeeeeeeeeme!!!, or Alternating Tiger Claw, that apply the irreducible status to damage even if that damage is caused by something else.
  6. > For villain characters who "aren't themselves" on their front sides (**Queen Aranea** and **Tlatoani**), you might want to put an image with the villain's "real name" in the SetupGame atlas, to be the image people see when choosing a villain for their game. Check out how Jade/Oriphel from Cauldron looks on the New Game screen for an example- even though Oriphel is only the back side of the character, he's what you see in the small version, and when you double-click him you get a full view of Jade as the front and Oriphel as the back.
  7. > The phrases "second-lowest" and "second-highest" shouldn't be hyphenated in game text (cards like Betrice's **Banishing Dome** and **Two Become One**, and Tlatoani's **Spear Bearers**); "second lowest" and "second highest" are the usual Sentinels-ese (see F.I.L.T.E.R. Officer and Time-Crazed Prisoner from the Block, or Frazzat and Gruum from the Enclave of the Endlings).
  8. > The phrase "damage was taken this way" (in the text of cards like Nox Aeterna's **Draedr Guard**, Queen Aranea's **Fae Swarm**, and The Frozen Empire's **Honor Guard**) is very strange to me, since it's equivalent to "damage was dealt this way" which is more prevalent Sentinels-ese. I would also do a search for "took damage" or "takes damage" and see if you can replace them with "was dealt damage".
  9. > Non-hero cards that reveal from a [deck/trash] until a specific type of card is found and play it (cards like Templar Proving Grounds's **Commander Gabriel** and **Lieutenant Hecate**, The Defiled Woods's **Hostile Fauna**, and The Land of Callistar's Environ cards) usually use the **Search** icon to represent that action, not the PlayCardNow icon (see Celestial Adjudicator and Celestial Executioner from the Celestial Tribunal, or Magmarian Throng from Magmaria).
  10. > A lot of your villain character cards' setup text apparently uses passive voice for introducing the character card (e.g. "Tarn the Destroyer enters play") and then uses active voice (e.g. "Put Torge's Amulet into play") for the rest of the setup actions, making for a jarring contrast when the text seems to switch from describing what happens in one sentence to giving orders in the next. I would rewrite one or the other so they're consistent.
  11. > **Punk Debutante** and **Party Popper** both have an incap ability that reduces the next damage that would be dealt to any hero or any hero target, but they're phrased completely differently. Is there a mechanical difference between the two (other than the amount reduced and the [hero/hero target] distinction)? If not, I would rephrase them to use consistent wording (probably using the wording on Dark Watch Expatriette's incap ability or Dark Watch Setback's innate power as a template). **Rainbow Ryder**'s third incap ability could be similarly rephrased.
  12.  
  13. Anima
  14. =========================
  15. > **Bear Call** is missing the **HasPower** icon.
  16. > **Fergus**'s Hurt effect should have a sentence break between "environment cards" and "If 2 cards".
  17.  
  18. Arunia
  19. =========================
  20. > **Incus** has the **EndOfTurnAction** icon in the DeckList, but it's not capitalized properly, so it shows up as a blank space.
  21. > **Paracelsus**'s icons don't match up with his effect. I would give him **EndOfTurnAction**, **PlayCardNow**, and **Manipulate** for "[At the end of your turn], [you may play a card other than a spell] or [take a card from your trash and put it on top of your deck]."
  22. > **The Crystal Tower**'s first power tells you to search for Sorceress Setting, but not what to do with it when you find it. Does it go in hand? In play? On top of your deck?
  23.  
  24. Debutante
  25. =========================
  26. > The Outfit cards with "At the start of their turn, this hero may discard a card" (**A Night to Remember**, **Moonlight Palaver**, **Plain & Practical**, **Proving Ground**, **The Light Fantastic**, and **The Star of Carrajahar**) could use the **StartOfTurnAction** icon.
  27. > **A Night To Remember** gives its hero 2 draws the first time they discard each turn, but doesn't have the **DrawCardNow** icon.
  28. > **Brilliance Boutique** has the Discard and PlayCardNow icons for "At the end of your turn, another player may discard a card. If one does, you may play a card.", but is missing the **EndOfTurnAction** icon.
  29. > The diacritic for **Frightful Façade** doesn't exist in the default card title font, so the name shows up as "Frightful Faade". You're going to want to either change the name to use a c without the diacritic, or draw your own ç and add it to the card title font for the mod.
  30. > **Gem-Finding Spell**'s second paragraph is two distinct effects that look like one effect at a glance. I thought it said "One player may discard a card, draw a card, or play a card." until I tried to use it. It might be clearer if there were a paragraph break between the two sentences.
  31. > **Gem-Finding Spell** is also missing the **PlayCardNow** icon.
  32. > **Moonlight Palaver** says "Play this next to a hero next to a Outfit"- that should be "an Outfit".
  33. > **Staunch Work Ethic**'s text says for Debutante to deal herself psychic damage, but causes her to deal herself toxic damage when played, and has the DealDamageToxic icon.
  34. > **Sudden Notion** allows you to return an Outfit and its Designs to your hand, but doesn't have the **Manipulate** icon like similar cards such as Sky-Scraper's Undetectable Relinking.
  35. > **The Art of Inspiration**'s power can destroy it, but it doesn't have the **DestroySelf** icon.
  36. > **The Light Fantastic** increases the next damage dealt by its hero when they discard a card, but doesn't have the **IncreaseDamageDealt** icon.
  37.  
  38. Jacky Strong
  39. =========================
  40. > I think the name of **Home Front Jacky Strong**'s innate power is supposed to be "War Effort", but it's misspelled.
  41. > The Tree cards with "At the end of your turn, you may discard a card to have Jacky Strong deal this card 1 melee damage" (**Apple Tree**, **Bougherlee**, and **Fae Fruit** (though Fae Fruit has a full set of icons already)) don't have the **EndOfTurnAction** icon.
  42. > **Bithron** has three different effects (play me here; move me when this happens; redirect damage) all in the first paragraph of her text. Separating those might make the card easier to read.
  43. > **Boss O' the Plains** has its icons in a weird order compared to everything else- I would give it **DrawCardNow**, **UsePowerNow**, **HasPower**, **Search** for "When this card is destroyed, you may [draw a card] and [use a power]. [Power:] [Search your deck for a Tree and put it into play]. Shuffle your deck. You may destroy this card."
  44. > **Lasso** can move Bithron from play or your trash next to a specific target. You could give it the **Manipulate** icon to represent that.
  45. > **Put 'Em Up!** says to "search your deck and trash and put her into play." That should probably be "search your deck and trash for Bithron and put her into play. If you searched your deck, shuffle your deck."
  46.  
  47. Party Popper
  48. =========================
  49. > **Candy Copter**'s second paragraph has two different effects (redirect damage; when this is destroyed...) that would be more readable as separate paragraphs.
  50. > **Painted Orchard** is missing the **DrawCardNow** icon.
  51. > **Pranking Paraphernalia** doesn't have the **EndOfTurnAction** icon (though it does have a full set- I might drop the Discard icon and put EndOfTurnAction at the front, but that's just me).
  52. > **Soul's Joy**'s first paragraph has two separate effects (extra draw; extra healing) that might be more readable as separate paragraphs.
  53. > **The Sugarplum Pan** doesn't have the **EndOfTurnAction** icon (see note on Pranking Paraphernalia).
  54. > **Unprankable** doesn't have the **StartOfTurnAction** icon.
  55.  
  56. Rainbow Ryder
  57. =========================
  58. > **Rainbow Ryder: Sky Templar**'s third incap ability is phrased oddly, and could be rewritten to the wording used on Redeemer Fanatic's third incap ability.
  59. > As a fellow mod programmer, whatever you're doing to implement the first effect on **Home in the Clouds** looks terrifying. I would recommend changing the text and effect to "Whenever Rainbow Ryder would be dealt damage by the environment, an environment card, or an environment target, prevent that damage and put that many tokens on this card." and "At the start of each turn, remove all tokens from this card. If you removed 4 or more tokens this way, destroy this card."
  60.  
  61. Nox Aeterna
  62. =========================
  63. > **Nox Aeterna**'s setup text says "Shuffle the environment deck and reveal cards until (H) minus 1 targets are revealed and put into play", which I think should be "... and put them into play."
  64. > **Nox Aeterna**'s front side's gameplay text includes a start-of-turn and an end-of-turn effect, but it has the StartOfTurnAction instead of **StartAndEndOfTurnAction**.
  65. > **Nox Aeterna**'s front side icons are in a weird order: her gameplay text mentions [immune to damage], then [end of environment turn], then [play cards], then [start of villain turn], then [destroy hero cards], then [destroy environment card], then [flip], then [end of villain turn], then [deal psychic damage], but the icons show StartOfTurnAction, ImmuneToDamage, DealDamagePsychic, and DestroyHero in that order.
  66. > **Nox Aeterna**'s back side's second paragraph of gameplay text defines two different effects (if the deck is empty; at the end of the villain turn) that would be more readable as separate paragraphs.
  67. > **Nox Aeterna**'s back side's gameplay text includes a "game over" effect, but those words aren't in bold like they usually are on Sentinels cards.
  68. > **Amore Caritas**'s front side's gameplay text includes a start-of-turn and an end-of-turn effect, but it doesn't have the **StartAndEndOfTurnAction** icon.
  69. > **Amore Caritas**'s back side's gameplay text includes a start-of-turn and an end-of-turn effect, but it doesn't have the **StartAndEndOfTurnAction** icon.
  70. > **Amore Caritas**'s back side icons could also include the **Manipulate** icon for moving cards from under her to their trashes.
  71. > **Sol Invicta**'s front side icons include PlayCardNow for her end-of-turn effect playing an extra card, but don't include **StartAndEndOfTurnAction** to indicate that she *has* such an effect.
  72. > **Sol Invicta**'s back side's gameplay text includes a start-of-turn and an end-of-turn effect, but it doesn't have the **StartAndEndOfTurnAction** icon.
  73. > The Knight cards that do things at the end of the villain turn (**Draedr Guard**, **Guard Captain**, and **Home Guard**) don't have the **EndOfTurnAction** icon.
  74.  
  75. Queen Aranea
  76. =========================
  77. > **Princess Verita Vitavis Vittoria**'s front side icons include DealDamagePsychic for the things she does in her end-of-turn effect, but don't include **EndOfTurnAction** to indicate that she *has* such an effect.
  78. > **Queen Aranea**'s back side icons include Search and DealDamageToxic for the things she does in her end-of-turn effect, but don't include **EndOfTurnAction** to indicate that she *has* such an effect.
  79. > **A Lot to Think About** has the **StartOfTurnAction** icon in the DeckList, but it's misspelled, so it shows up as a blank space.
  80. > The "any hero is below..." wording on **Another Headache** is weird and unprecedented. I would phrase it as "if any hero's current HP is less than half of their maximum HP".
  81. > **Bad Taste**'s text and code refer to dealing itself psychic damage, but it has the DealDamageToxic icon instead of **DealDamagePsychic**.
  82. > The same psychic/toxic confusion seems to be happening on **Singing Off-Key** and **Unreasonable Demands**.
  83. > **Bad Taste**'s second paragraph has two separate effects (at the end of the villain turn; at the end of each player's turn) that might be more readable as separate paragraphs.
  84. > **Crystal Chrysalis**'s "cannot damage" wording is weird- I would phrase it as "Targets in this play area cannot deal damage to targets in other play areas."
  85. > **Unreasonable Demands**'s end-of-turn effect can destroy any non-character hero card, but it has the DestroyOngoing and DestroyEquipment icons instead of **DestroyHero**.
  86.  
  87. Sorceress Betrice
  88. =========================
  89. > **Sorceress Betrice**'s front side icons include DestroyOngoing, DealDamageEnergy, and PlayCardNow for the things she does in her start-of-turn and end-of-turn effects, but don't include **StartAndEndOfTurnAction** to indicate that she *has* such effects.
  90. > **Sorceress Betrice**'s back side's gameplay text is missing a period at the end of the first sentence ("the Opponent's play area").
  91. > **Sorceress Betrice**'s back side's gameplay text includes a "game over" effect, but those words aren't in bold like they usually are on Sentinels cards.
  92. > **Sorceress Betrice**'s back side icons include DealDamageEnergy and PlayCardNow for the things she does in her end-of-turn effects, but don't include **EndOfTurnAction** to indicate that she *has* such an effect.
  93. > **The Witch's Amulet**'s back side Advanced text has the word "itself" misspelled.
  94. > The targets with end-of-turn and in some cases start-of-turn effects (**Diggle**, **Doggle**, and **The Golden Throne**) don't have the **EndOfTurnAction** or **StartAndEndOfTurnAction** icons.
  95.  
  96. Tarn the Destroyer
  97. =========================
  98. > **Tarn the Destroyer**'s front side's fourth paragraph of gameplay text defines two different effects (start of villain turn; end of villain turn) that would be more readable as separate paragraphs.
  99. > **Tarn the Destroyer**'s front side icons are in a weird order: his gameplay text mentions [reduce damage dealt to Tarn], then [move hero cards], then [start of turn], then [make damage irreducible], then [flip], then [end of turn], then [deal infernal damage], but the icons show ReduceDamageTaken, MakeDamageIrreducible, DealDamageInfernal, and Manipulate in that order.
  100. > **Tarn the Destroyer**'s front side icons include MakeDamageIrreducible and DealDamageInfernal for the things he does in his start-of-turn and end-of-turn effects, but don't include **StartAndEndOfTurnAction** to indicate that he **has** such effects.
  101. > **Tarn the Destroyer**'s back side icons include StartOfTurnAction and EndOfTurnAction as separate icons- you could use **StartAndEndOfTurnAction** instead.
  102. > **Torge's Amulet** has *four* separate effects (+1 damage dealt; conditionally hero target; when destroyed; end of villain turn) that are all presented in one paragraph. There isn't a lot of room for line breaks, but you might be able to get away with one to separate the three static/triggered effects from the end-of-turn effect.
  103. > **Wrest Control** refers to "Scorpan's Amulet" in its game text, which is not a card name in any of these decks. ;P
  104. > **Wrest Control** can destroy the Amulet, but doesn't have the **Destroy** or **DestroyTarget** icons.
  105.  
  106. The Equalizer
  107. =========================
  108. > **The Equalizer**'s back side icons include DealDamageEnergy and PlayCardNow for the things she does in her end-of-turn effect, but don't include **EndOfTurnAction** to indicate that she *has* such an effect.
  109. > Several targets with end-of-turn effects (**Staff of Sittaca**, **Temporal Concordance**, **The Devotee**, **The Proselytizer**) don't have the **EndOfTurnAction** icon even though they have room for it.
  110. > It looks like the Equalized and Temporal keywords only exist to separate the deck into two categories- one used before the character flips and one used after. If so, and if there are no Equalizer variants or cross-deck interactions for those keywords planned, you don't need to use two distinct keywords for that- instead of referring to "Equalized cards and Temporal cards", the text could refer to "Equalized cards and non-Equalized villain cards", or "non-Temporal villain cards and Temporal cards" where necessary. Removing Temporal in particular could open up some space in some keyword lines, since "One-Shot, Spell, Temporal" would become just "One-Shot, Spell".
  111. > **The Empty Village**'s text is almost entirely an end-of-turn effect, but it doesn't have the **EndOfTurnAction** icon.
  112. > **The Empty Village**'s end-of-turn effect says to "play the card under this card", but it can definitely have more than one card under it (it starts the game with at least 2), so I think there's a typo there.
  113. > **A Bad Feeling** says "play the top card of the villain deck, then shuffle this card into their deck." Whose is "their"? "into the villain deck", "into its deck", or "into The Equalizer's deck" would all be good alternatives.
  114. > **Chamber of Emptiness**'s end-of-turn effect can destroy itself, but it doesn't have the **DestroySelf** icon.
  115. > **Middling Fare**'s start-of-turn effect can destroy itself, but it doesn't have the **DestroySelf** icon.
  116. > **Paralyzing Burst** says it causes the Equalizer to deal damage to just one target, but then follows that up with "Targets dealt damage this way cannot deal damage...", using the plural. That just seems odd to me unless there's some way for the deck to cause multiple targets to be dealt damage this way.
  117.  
  118. Tlatoani
  119. =========================
  120. > **Professor Buccellini**'s front side icons include Discard, DealDamagePsychic, and DealDamageSonic for the things he does in his start-of-turn and end-of-turn effects, but don't include **StartAndEndOfTurnAction** to indicate that he *has* such effects.
  121. > **Tlatoani**'s back side icons include DealDamageMelee, GainHP, and DealDamagePsychic for the things he does in his end-of-turn effect, but don't include **EndOfTurnAction** to indicate that he *has* such an effect.
  122. > Several Relics with end-of-turn and start-of-turn effects (**The Amulet of Axacatl**, **The Chest of Chimalpopta**, **The Helm of Huitziltli**, **The Idol of Itzlcoatli**, **The Medallion of Montezuma**) don't have the **StartAndEndOfTurnAction** icon.
  123. > When cards are displayed alphabetically (in the Workshop view, or while checking the contents of a deck), they're alphabetized by the identifier field in the DeckList, not by the title field. Since the Relics' identifiers don't start with "The", they get sorted by the first noun in their names, which looks good... until you get to T, and notice that the Mooks' names, which also all start with "The", have not been given the same treatment. I recommend standardizing the identifiers to either always include The or never include The.
  124. > The discard, psychic damage, and sonic damage represented in **Professor Buccellini**'s icons are part of his start-of-turn and end-of-turn effects, but he doesn't have the **StartAndEndOfTurnAction** icon.
  125. > Something funny is happening to the flavor text on **Deft Bargain**- I'm not seeing the last period or the closing quotation mark. You might want to see if moving "rendezvous" to before the second line break helps.
  126.  
  127. Stillwater
  128. =========================
  129. > **A Nearly Spoiled Wedding** is using the **PlayCardNow** icon for "search the environment deck and trash for The Gadfly and put it into play." This is technically serviceable, but using the **Search** icon might be clearer (that's what Master of the Temple from The Temple of Zhu Long does).
  130. > **Mayor Alair** and **Stirring Up Trouble** are doing the same thing.
  131. > **Dezzy Dooma**'s text is just an end-of-turn effect and a start-of-turn effect, but she doesn't have the **StartAndEndOfTurnAction** icon.
  132. > The use of "restore *it* to 3 HP" on **Ebajalg**'s first paragraph is a bit odd, since the most recent noun in the sentence was the face-down environment card you were instructed to destroy. "restore this card to 3 HP" would be easier to parse.
  133. > **Jillie Strong** uses a different wording for the House-based X effect than the other cards in the deck- instead of "the number of Houses in play", she says "the current number of Houses in play", which is weird and unnecessary.
  134. > **Slumber Shenanigans** has at least two different effects (select two heroes; when either of them plays a card, the other must discard; at the start of the environment turn, ...) that would be more readable as separate paragraphs.
  135. > **Stirring Up Trouble**, **Town Hall**, and **Weather Wrangling** all have a start-of-turn and an end-of-turn effect but don't have the **StartAndEndOfTurnAction** icon.
  136. > **Strong Family Reunion** has two different effects (end-of-turn and start-of-turn) that would be more readable as separate paragraphs.
  137. > **The Gadfly** has no fewer than *four* different effects (indestructible; redirect; when dealt damage; end-of-turn) that would be more readable as separate paragraphs. If there isn't room to split all of them up, I suggest at least giving the end-of-turn effect its own paragraph.
  138. > **The Gadfly**'s icons are also in a strange order (the redirect effect on the card comes before the counter-damage effect), and don't include **EndOfTurnAction** even though it has one.
  139. > **Town Hall**'s second paragraph has two different effects (start-of-turn; end-of-turn) that would be more readable as separate paragraphs.
  140. > **Two Tickets to the Ball**'s text explains the "move cards" effect, then the "destroy this" effect, then the "psychic damage" effect, but it has the **DealDamagePsychic** icon before the **DestroySelf** icon.
  141.  
  142. Templar Proving Grounds
  143. =========================
  144. > **Captain Annelie**'s text is entirely two different start-of-turn effects, but she doesn't have the **StartOfTurnAction** icon.
  145. > **Clear the Sky**'s first paragraph is two different effects (when this enters play; when a hero or villain card destroys an environment card) that would be more readable as separate paragraphs.
  146. > **Dainah Fulgra** has an end-of-turn effect but no **EndOfTurnAction** icon.
  147. > **Flag Hunt**'s text is entirely two different start-of-turn effects, but it doesn't have the **StartOfTurnAction** icon.
  148. > **Hard Rains**'s first sentence and the rest of its first paragraph are two different effects, and would be more readable as separate paragraphs.
  149. > **Head-to-Head Contest** has a start-of-turn effect but doesn't have the **StartOfTurnAction** icon.
  150. > **Head-to-Head Contest** has three separate effects (when a villain card is played; when a hero draws a card; at the start of the environment turn) that would be more readable as separate paragraphs.
  151. > **Lieutenant Hecate** has an end-of-turn effect that puts a card into play, but doesn't have the **EndOfTurnAction** or **PlayCardNow** icons.
  152.  
  153. The Decimation of Time
  154. =========================
  155. > **Temporal Waypoint**'s text is entirely a start-of-turn effect and an end-of-turn effect, but it doesn't have the **StartAndEndOfTurnAction** icon. (It does have a full set of icons, though... my suggestion would be to insert StartAndEndOfTurnAction as the first one.)
  156. > **The Despoiler**'s text is entirely an end-of-turn effect and a start-of-turn effect, but it has the StartOfTurnAction icon instead of the **StartAndEndOfTurnAction** icon. (Also, I would put StartAndEndOfTurnAction as the first icon since it defines the context for all the other things the card does.)
  157.  
  158. The Defiled Woods
  159. =========================
  160. > **Animate Flora** has the **DealDamageToxic** icon in the DeckList, but it's not capitalized properly, so it shows up as a blank space.
  161. > **Crumbling Cliff** destroys itself at the end of the environment turn, and has the DestroySelf icon, but not the **EndOfTurnAction** one before it.
  162. > **Ghastly Grove** has the **DealDamageSonic** icon in the DeckList, but it's misspelled, so it shows up as a blank space.
  163. > **Impressive Serpent**'s end-of-turn effect says "deal this card cold damage equal to...", which leaves the question of what deals the damage. Is the Serpent dealing damage to himself, or taking unsourced damage from the environment?
  164. > **Witch's Hut**'s text is entirely a start-of-turn effect, but it doesn't have the **StartOfTurnAction** icon.
  165. > **Uncontrollable Weather** is missing a period at the end of the first sentence of its text.
  166. > **Uncontrollable Weather** is missing the **StartOfTurnAction** icon.
  167. > **Worry Wort**'s implementation being "when a hero would try to use their innate power, cancel that and they use the previous hero's innate power instead" makes for an awkward player experience. For one thing, it doesn't indicate that innate powers have been changed- when a player clicks on their hero during their power phase, they see the usual innate power text in the text box that pops up for them to click. For another, they don't end up *using* their innate power when they choose it, which means that if they get another power on the same turn, it'll still show up as an option, and they can click it again and be informed that nothing happens because the power it *actually* activates isn't usable. (It looks like this is the same thing as what the Cauldron coders did for the Infernal Choir's Kata Michi, so I'll have to look into how they got to that decision, but...) You might want to look into making this card a PowerContributor instead, like Fort Adamant's EMP Cannon but more complicated.
  168.  
  169. The Frozen Empire
  170. =========================
  171. > **Emperor Olec**'s when-destroyed effect searches for a card and puts it into play, but it doesn't have the **Search** icon.
  172. > **Frozen Rally** is missing the **StartAndEndOfTurnAction** icon (I would put it immediately after ImmuneToDamagePsychic, since it gives context to the other icons that tell you what it does).
  173. > **Honor Guard**'s first sentence and the rest of its first paragraph are two different effects, and would be more readable as separate paragraphs.
  174. > **Imperial Charge** has a start-of-turn effect as well as an end-of-turn effect, but it has the EndOfTurnAction icon instead of the **StartAndEndOfTurnAction** one.
  175. > **Imperial Mind-Slaves** has an effect that increases its damage dealt like Honor Guard does, but it doesn't have the **IncreaseDamageDealt** icon.
  176. > **Olec's Bane**'s text is entirely an end-of-turn effect, but it's missing the **EndOfTurnAction** icon.
  177. > **The Flame Eternal**'s second paragraph is two separate effects (when Olec is destroyed; when this card is reduced to 0 or fewer HP) that would be more readable as separate paragraphs.
  178.  
  179. The Land of Callistar
  180. =========================
  181. > No specific notes here. Thanks for all the hard work making this stuff Workshop viable. I'm very excited to finally play with it.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement