ABCDEFGHIJKLMNOPQRSTUVWXYZAA
1
Attributes (* means required)
ParentsChildren
Can Be Block
Notes
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CARD_V2*ExportVersion (number)nonelots...MustThis is the only tag which will exist outside of all other tags.
<CARD_V2 ExportVersion="1">
<FILENAME text="SOME_CARD_NAME_CW_1234" />
<CARDNAME text="SOME_CARD_NAME" />
<TITLE>...</TITLE>
</CARD_V2
3
FILENAME*text (string)CARDnoneNoThis must match the file's actual filename without its extension.<FILENAME text="SOME_CARD_NAME_CW_1234" />
4
CARDNAME*text (string)CARDnoneNoThis is what's used when determining if two cards have the same name. It's used mostly for filtering, but is often used elsewhere as well. Should always be the standardized English name (discussed below).<CARDNAME text="SOME_CARD_NAME" />
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TITLEnoneCARDLOCALISED_TEXTMustMust be a block tag containin LOCALIZED_TEXT tags.
<TITLE>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[English Name]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[French Name]]></LOCALISED_TEXT>
...
</TITLE>
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LOCALISED_TEXT*LanguageCode (string)
TITLE
FLAVOURTEXT
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
CDATAMust
LanguageCode should be one of the language codes the game recognizes (in this order), and then the CDATA section should contain the text for that language:
en-US (English - English)
fr-FR (French - français)
es-ES (Spanish - Español)
de-DE (German - Deutche)
it-IT (Italian - italiano)
jp-JA (Japanese - 日本語)
ko-KR (Korean - 한국어)
ru-RU (Russian - русский)
pt-BR (Portuguese - português)
zh-CN (Simplified Chinese - 简体中文)
zh-HK (Traditional Chinese - 繁體中文)
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[English Name]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[French Name]]></LOCALISED_TEXT>
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MULTIVERSEID*value (text)CARDnoneNoIn custom mods, the card's MultiverseID is usually used with a custom prefix. In the CW, no prefix is used. The MultiverseID can be found by looking at the URL of the card's English entry on gatherer.wizards.com.<MULTIVERSEID value="1234" />
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ARTID*value (text)CARDnoneNo
"value" can be any text. In the CW, for all non-tokens, non-transform cards, it's the same as the card's CARDNAME field. For most mods, it's a number, such as the MultiverseID. For some animations to work right, the "value" must be parsed as a number to work properly, which is why transform cards don't get the normal ARTID "value".
<ARTID value="SOME_CARD_NAME" />
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ARTIST*name (text)CARDnoneNo<ARTIST name="First (Middle?) Last" />
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CASTING_COST*cost (mana string)CARDnoneNo<CASTING_COST cost="{2}{U}" />
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COLOUR*value (text)CARDnoneNoOnly included when the casting cost is blank but the card has a color (like Pact of Negation).
"value" should be some combination of the letters "WUBRG".
<COLOUR value="U" />
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FLAVOURTEXTnoneCARDLOCALISED_TEXTMust
<FLAVOURTEXT>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[The overconfident are the most vulnerable.]]></LOCALISED_TEXT>
<LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[The overconfident are the most vulnerable.]]></LOCALISED_TEXT>
</FLAVOURTEXT>
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SUPERTYPE
*metaname (title-case supertype)
CARDnoneNo<SUPERTYPE metaname="Basic" />
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TYPE*metaname (title-case type)CARDnoneNo<TYPE metaname="Creature" />
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SUB_TYPE
*metaname (title-case subtype)
CARDnoneNo<SUB_TYPE metaname="Human" />
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EXPANSION*value (text)CARDnoneNo<EXPANSION value="EMN" />
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RARITY*metaname (text)CARDnoneNo"value" should be one of the following:
C - Common
U - Uncommon
R - Rare
M - Mythic Rare
S - Special
T - Token
L - Land
<RARITY metaname="C" />
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POWER*value (text)CARDnoneNo<POWER value="1" />
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TOUGHNESS*value (text)CARDnoneNo<TOUGHNESS value="3" />
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TOKENnoneCARDnoneNoTells the game to treat this card as a token. Most useful for filters.<TOKEN />
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SPELL_ABILITY
resource_id (number)
replacement_effect (bool)
CARD
LOCALIZED_TEXT
COST
TARGET
TARGET_DEFINITION
RESOLUTION_TIME_ACTION
CONTINUOUS_ACTION
PLAY_TIME_ACTION
FILTER
FILTER_CONDITION
DURATION
AUTO_SKIP
MustA SPELL_ABILITY block will fire when the spell it's attached to resolves off the stack. This is used for instants and sorceries.
<SPELL_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Draw two cards.]]></LOCALISED_TEXT>
<RESOLUTION_TIME_ACTION>
local oPlayer = EffectController()
if oPlayer ~= nil then
oPlayer:DrawCards(2)
end
</RESOLUTION_TIME_ACTION>
</SPELL_ABILITY>
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STATIC_ABILITY
resource_id (number)
replacement_effect (bool)
active_zone (zone constant)
CARD
LOCALIZED_TEXT
CONTINUOUS_ACTION
FILTER
FILTER_CONDITION
Must
A STATIC_ABILITY block is one which doesn't trigger, activate, or have any special activation at all other than possibly being the right zone (on the battlefield, by default). It's simply always active, which means it only accepts child tags which are also "always active", meaning CONTINUOUS_ACTION tags are the only actions that are allowed here. In this ability type, they get no DURATION tag (unlike all other ability types).
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Enchanted creature has shroud.]]></LOCALISED_TEXT>
<CONTINUOUS_ACTION layer="6">
local oParent = EffectSource():GetParent()
if oParent ~= nil then
oParent:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_SHROUD, 1)
end
</CONTINUOUS_ACTION>
</STATIC_ABILITY>
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TRIGGERED_ABILITY
resource_id (number)
replacement_effect (bool)
active_zone (zone constant)
CARD
LOCALIZED_TEXT
*TRIGGER
TARGET
TARGET_DEFINITION
PLAY_TIME_ACTION
RESOLUTION_TIME_ACTION
CONTINUOUS_ACTION
FILTER
FILTER_CONDITION
DURATION
AUTO_SKIP
Must
<TRIGGERED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[When Abundant Growth enters the battlefield, draw a card.]]></LOCALISED_TEXT>
<TRIGGER value="ZONECHANGE_END" simple_qualifier="self" to_zone="ZONE_BATTLEFIELD" />
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
if oController ~= nil then
oController:DrawCards(1)
end
</RESOLUTION_TIME_ACTION>
</TRIGGERED_ABILITY>
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ACTIVATED_ABILITY
forced_skip (bool)
auto_skip (bool)
filter_zone (constant)
active_zone (zone constant)
CARD
LOCALIZED_TEXT
COST
TARGET
TARGET_DEFINITION
PLAY_TIME_ACTION
RESOLUTION_TIME_ACTION
CONTINUOUS_ACTION
FILTER
FILTER_CONDITION
DURATION
AUTO_SKIP
AI_AVAILABILITY
Must
<ACTIVATED_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{U}: Advanced Hoverguard gains shroud until end of turn.]]></LOCALISED_TEXT>
<COST mana_cost="{U}" type="Mana" />
<CONTINUOUS_ACTION layer="6">
local oSource = EffectSource()
if oSource ~= nil then
oSource:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_SHROUD, 1)
end
</CONTINUOUS_ACTION>
<DURATION simple_duration="UntilEOT" />
<AI_AVAILABILITY type="in_response" response_source="1" />
</ACTIVATED_ABILITY>
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UTILITY_ABILITY
qualifier (text)
resource_id (number)
replacement_effect (bool)
qualifier (text)
origin_controller_can_use (bool)
active_zone (zone constant)
CARD
LOCALIZED_TEXT
PLAY_TIME_ACTION
RESOLUTION_TIME_ACTION
CONTINUOUS_ACTION
AUTO_SKIP
Must
<UTILITY_ABILITY qualifier="Additional">
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As an additional cost to cast Bone Splinters, sacrifice a creature.]]></LOCALISED_TEXT>
<COST type="Sacrifice" definition="0" compartment="1" query_tag="CARD_QUERY_CHOOSE_CREATURE_TO_SACRIFICE" item_count="1" />
<COST_DEFINITION id="0">
local oFilter = ClearFilter()
oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
</COST_DEFINITION>
</UTILITY_ABILITY>
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MANA_ABILITYresource_idCARD
LOCALIZED_TEXT
PRODUCES
Must
<MANA_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[{T}: Add {W} to your mana pool.]]></LOCALISED_TEXT>
<PRODUCES amount="{W}" />
</MANA_ABILITY>
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PRODUCES*amount (mana string)MANA_ABILITYnoneNo<PRODUCES amount="{W}" />
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PLAY_TIME_ACTION
filter_id (number)
repeating (bool)
SPELL_ABILITY
ACTIVATED_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneMustPLAY_TIME_ACTIONS are basically the same as RESOLUTION_TIME_ACTIONS in how they behave, except they run when an ability is put onto the stack rather than when it resolves off of the stack.
<PLAY_TIME_ACTION>
local oDelayDC = EffectDC():Make_Chest(1)
local oTargets = EffectDC():Get_Targets(0)
if oTargets ~= nil then
oDelayDC:Set_Int(0, oTargets:Count())
end
</PLAY_TIME_ACTION>

This stores the number of targets as soon as they're chosen so this number can be used later.
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RESOLUTION_TIME_ACTION
filter_id (number)
repeating (bool)
SPELL_ABILITY
ACTIVATED_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
Must
<RESOLUTION_TIME_ACTION>
local oController = EffectController()
if oController ~= nil then
oController:DrawCards(1)
end
</RESOLUTION_TIME_ACTION>
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CONTINUOUS_ACTION*layer (text)
filter_id (number)
SPELL_ABILITY
STATIC_ABILITY
ACTIVATED_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneMustFor what "layer" can be, have a look here: http://www.slightlymagic.net/forum/viewtopic.php?f=65&t=3676
It can also contain "8", which is typically used for special cases where an ability MUST be run after all other abilities.
<CONTINUOUS_ACTION layer="6">
local oSource = EffectSource()
if oSource ~= nil then
oSource:GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_SHROUD, 1)
end
</CONTINUOUS_ACTION>
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INTRINSIC
*characteristic (characteristic constant)
STATIC_ABILITYnoneNo
This is used when a card has an ability for which there's a simple CHARACTERISTIC constant, such as flying, trample, or first strike. This allows the card to easily be determined to have flying from any zone, and it allows the game to handle everything necessary for the ability including any badges the game engine assigns for that ability.
<STATIC_ABILITY>
<LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Trample]]></LOCALISED_TEXT>
<INTRINSIC characteristic="CHARACTERISTIC_TRAMPLE" />
</STATIC_ABILITY>
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AUTO_SKIP
always (bool)
no_effect_source (bool)
no_trigger_object (bool)
SPELL_ABILITY
ACTIVATED_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneYesReturns true if the ability it's in should skip the timer.<AUTO_SKIP>
return EffectController():GetLifeTotal() &gt;= CW_General_GetStartingLifeTotal()
</AUTO_SKIP>
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AVAILABILITYsorcery_time (bool)
SPELL_ABILITY
ACTIVATED_ABILITY
?UTILITY_ABILITY
noneYesThe ability this is in can only be activated if this tag returns true.
If this is in a SPELL_ABILITY, then the card as a whole cannot be cast unless AVAILABILITY returns true.
<AVAILABILITY>
return EffectController():MyTurn() and MTG():GetPhase() == PHASE_MAIN_1
</AVAILABILITY>
Means this ability can only be activated on your turn during your first main phase.
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AI_AVAILABILITY
type (text)
restriction_type (text)
response_source (bool)
response_target (bool)
window_step (text)
window_turn (text)
CARD
ACTIVATED_ABILITY
noneYes
This tells the AI when to consider this ability or spell. If present, then the AI will ONLY consider it when told to. If not present, then it will be considered any time it is possible to use.
"type" can be "in_response", "restriction", or window.
If it is "in_response", then either "response_source" or "response_target" should be true (or both).
If it is "restriction", then "restriction_type" must be present.
If it is "window", then either "window_step" or "window_turn" must be set.
"restriction_type" can only be "equip".
"window_step" can be any step found in the Decompilable LOL contents page. Remove "STEP_" and make it lowercase.
"window_turn" can be "my_turn" or "their_turn".
A spell or ability can have multiple instances of AI_AVAILABILITY tags. If any returns true, then the AI will consider the ability. For any given one to return true, all attributes present must return true.
<AI_AVAILABILITY type="restriction" restriction_type="equip" />
Used for equipment.

or

<AI_AVAILABILITY window_step="begin_combat" />
Used for abilities or spells that tap creatures (limiting the AI to tapping creatures only right before combat).
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AI_SIMPLIFIED_TARGETING
*compartment (number)
*hint (text)
SPELL_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
ACTIVATED_ABILITY
noneNo?
Informs the AI when it should ignore possibilities even though the code of the card technically allows them. This can speed up the AI by a large amount sometimes.
"compartment" is the compartment of the TARGET tag for which this hint applies.
"hint" can be:
HINT_ALLIED
HINT_ALLIED_ONLY
HINT_ENEMY
HINT_ENEMY_ONLY
HINT_NEUTRAL
<AI_SIMPLIFIED_TARGETING compartment="0" hint="HINT_ALLIED_ONLY" />
This would exist on Giant Growth. Technically, the AI can target your creatures, too, but this informs the AI to ignore such possibilities (because they're so rarely useful, that it's an overall waste of processing time).
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MAY
always_prompt (bool)
tag (text permanent entry)
TRIGGERED_ABILITY
SPELL_ABILITY
noneYes
If present, then the player will be given the option to use the ability if they want to. If they have the game setting "Always use optional abilities" checked, then MAY tags are ignored UNLESS they have the attribute "always_prompt" set to true.
If it's a block, then that block should return true or false based on what the AI should do. The AI will (seemingly) always use or not use an optional ability based on whether or not the block returns true.
<MAY tag="CARD_QUERY_DRAW_A_CARD" always_prompt="1">
-- AI behaviour
return EffectController():Library_Count() &gt; 9
</MAY>
37
TRIGGER
*value (trigger constant)
simple_qualifier (text)
to_zone (zone constant)
from_zone (zone constant)
pre_trigger (bool)
damage_type (text)
TRIGGERED_ABILITY
UTILITY_ABILITY?
noneYes
The trigger constant in "value" should NOT include the "TRIGGER_" prefix as listed in the Decompilable LOL Contents.
"to_zone" and "from_zone" are only valid for triggers involving zone changes. If one (or both) is excluded, it will evaluate true as if set to ZONE_ANY.
If "pre_trigger" is true, then this ability will fire before the effect that triggered it resolves. Combined with the "replacement_effect" attribute in the ability tag, it allows you to replace events. For instance, if your opponent would draw a card, you draw a card instead.
"damage_type" can be:
combat
noncombat
all
"simple_qualifier" can be the following:
self
controller
objectyoucontrol
another
object
<TRIGGER value="ZONECHANGE_BEGIN" simple_qualifier="another" to_zone="ZONE_GRAVEYARD" from_zone="ZONE_BATTLEFIELD">
return TriggerObject():GetCardType():Test(CARD_TYPE_CREATURE)
</TRIGGER>

Whenever another creature dies...
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COST
*type (text)
mana_cost (mana string)
definition (number)
compartment (number)
query_tag (text_permanent entry)
item_count (number)
item_count_any_number_of (bool)
amount (number)
counter_type (text)
UTILITY_ABILITY
ACTIVATED_ABILITY
*PREREQUISITE
PLAY_TIME_ACTION
RESOLUTION_TIME_ACTION
?CONTINUOUS_ACTION
Yes
In order to be a block tag (used for very complex costs), "type" must be set to "Generic".
PREREQUISITE is only required for generic costs.
For generic costs, the actual payment of the cost will be handled in PTAs and RTAs.
TYPE can be any of the following:
Mana
Generic
TapSelf
Tap
SacrificeSelf
Sacrifice
DiscardSelf
Discard
RemoveCountersSelf
AddCountersSelf
Life
ExileSelf
Exile
Return_To_HandSelf
Return_to_hand
Reveal
RevealSelf
<COST type="TapSelf" />
<COST mana_cost="{W}" type="Mana" />
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COST_DEFINITION*id (number)
SPELL_ABILITY
UTILITY_ABILITY
ACTIVATED_ABILITY
noneMustThis tag is used to create a block of code which creates a filter. That filter is used in the corresponding COST tag to let the player choose which objects will be used to pay the cost.
"id" must be the "definition" value of a COST tag.
<COST_DEFINITION id="0">
local oFilter = ClearFilter()
oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_LAND)
</COST_DEFINITION>
This will make the COST tag only allow the player to choose lands (generally only lands they control, which is not normally a default for other types of filters).
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PREREQUISITEnoneCOSTnoneMustPREREQUISITE should return true when the cost can be afforded. If the player must return a creature to their hand in order to play the spell or activate the ability, then PREREQUISITE would return true if the player controls at least one creature.
<COST>
<PREREQUISITE>
return EffectController():Hand_Count() &gt; 0
</PREREQUISITE>
...
</COST>

The cost can only be paid if you have at least one card in hand.
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TARGET
*tag (text)
*definition (number)
*compartment (number)
*count (number)
up_to (bool)
not_targeted (bool)
any_number_of (number)
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneYes
"count" may be ommitted only if "up_to" is true.
"definition" should be the id if the TARGET_DEFINITION tag used to filter targets.
"compartment" should be the chest register the targets will be placed in.
"tag" refers to a TEXT_PERMANENT entry.
If "up_to" is true, the player will not be forced to target any, and may choose any number up to the "count".
If "not_targeted" is true, then the "BECAME_TARGET" triggers will not fire.
If this is a block tag, then certain functions can be used in that block to dynamically set the number of targets and other things.
<TARGET tag="CARD_QUERY_CHOOSE_CREATURE_TO_TAP" definition="0" compartment="0" count="1" />
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TARGET_DEFINITION*id (number)
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneMust"id" must match the "definition" attribute of a TARGET tag in the same ability.<TARGET_DEFINITION id="0">
local oFilter = ClearFilter()
oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
</TARGET_DEFINITION>
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FILTER
*filter_id (number)
reevaluates (bool)
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneMust
A FILTER block can run lua code to isolate a group of cards or players (or both). It can then be called upon by action blocks. Those action blocks will run once for each valid object the filter finds, and during that run, the function FilteredCard() or FilteredPlayer() will return the current object for that iteration.
"filter_id" is how action tags will reference the filter created in this FILTER tag for use.
If "reevaluates" is true, then the filter runs again to determine the objects or players to include at the same times CONTINUOUS_ACTION blocks run (seemingly). Without it, the filter runs once when the ability resolves and those objects remain the same until the ability ends.
<FILTER filter_id="0">
local oFilter = ClearFilter()
oFilter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
oFilter:Add(FE_CHARACTERISTIC, OP_IS, CHARACTERISTIC_FLYING)
oFilter:Add(FE_CONTROLLER, OP_IS, EffectController())
</FILTER>
<CONTINUOUS_ACTION layer="7C" filter_id="0">
local oCard = FilteredCard()
...
</CONTINUOUS_ACTION>

The code in the CONTINUOUS_ACTION block will run once for every card found in the FILTER block, meaning all creatures you control with flying. Then, because it's a CONTINUOUS_ACTION, the whole thing will run again.
44
FILTER_CONDITION*id (number)
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneMust
A filter condition is used when lua code needs to determine if each object in a filter is valid. For instance, if you need to check each one to make sure its power is greater than its toughness. You can filter for all creatures. Then, you can use a lua filter (FILTER_CONDITION) to check their P/T ratio.
<FILTER_CONDITION id="1">
return RSN_Characteristics_Get( FilteredCard(), CW_CHARACTERISTIC_FACEDOWN ) == false
</FILTER_CONDITION>
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DURATIONsimple_duration (text)
SPELL_ABILITY
STATIC_ABILITY
TRIGGERED_ABILITY
UTILITY_ABILITY
noneYes
A duration block returns true when all currently active CONTINUOUS_ACTION blocks should stop running. If an ability other than a STATIC_ABILITY has a CONTINUOUS_ACTION block, it MUST have a DURATION tag.
The only text accepted for "simple_duration" is "UntilEOT".
<DURATION simple_duration="UntilEOT" />
46
CLEANUP
simple_cleanup (text)
fire_once (bool)
TRIGGERED_ABILITY
noneYesA cleanup block returns true when the parent TRIGGERED_ABILITY should no long fire for any triggers.
The only text acceptable for "simple_duration" is "EndOfTurn".
47
HELP
*title (text)
*body (text)
*zone (zone constant)
CARDnoneNoThis creates an entry in the "More info" screen (when you zoom into a card). "title" and "body" refer to a TEXT_PERMANENT entry from which to pull the correct language's text. "zone" is typically "ZONE_ANY" so the help text can be viewed from anywhere.<HELP title="MORE_INFO_BADGE_TITLE_10" body="MORE_INFO_BADGE_BODY_10" zone="ZONE_ANY" />
Badge 10 is hexproof.
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SFX
*text (text)
*power_boundary_min (number)
*power_boundary_max (number)
CARD
SPELL_ABILITY
TRIGGERED_ABILITY
ACTIVATED_ABILITY
noneNoOnly found on creatures.<SFX text="COMBAT_BLUNT_LARGE_ATTACK" power_boundary_min="4" power_boundary_max="-1" />
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TOKEN_REGISTRATION*reservation (bool)
*type (text)
CARDnoneNo"type" should be the FILENAME of a token to register.<TOKEN_REGISTRATION reservation="1" type="TOKEN_ZOMBIE_C_2_2_B_CW_1" />
50
AUTHORnoneCARDCDATAMustThis was originally designed for use with the Community Wad, but can be used on any card. Riiak Shi Nal's Deck Builder can display this.
Each user should be separated by a comma.
<AUTHOR><![CDATA[RiiakShiNal]]></AUTHOR>
<EDITORS><![CDATA[RiiakShiNal, NivMizzet1, Xander9009]]></EDITORS>
<DATE><![CDATA[02-10-14, 14-12-15, 17-04-16]]></DATE>

This card was made on October 2, 2014 by RiiakShiNal. It was edited twice. First on December 14, 2015 by NivMizzet1, then again on April 17, 2016 by Xander9009.
51
EDITORSnoneCARDCDATAMustThis was originally designed for use with the Community Wad, but can be used on any card. Riiak Shi Nal's Deck Builder can display this.
Should begin with all AUTHORS.
Each user should be separated by a comma.
See AUTHOR.
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DATEnoneCARDCDATAMust
This was originally designed for use with the Community Wad, but can be used on any card. Riiak Shi Nal's Deck Builder can display this.
Each date should be separate by a comma.
Dates should be formatted as DD-MM-YY (always two digits each, including leading zeros).
One date per EDITOR entry.
See AUTHOR.
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