In reality, I haven't done much of the work yet that would make making cards interesting - no targeting, no damage, no destruction or sacrificing - it's essentially creating and spending mana right now.
Before I come to the interesting cards which can't be done yet, I'll show you what already works in this post. I have done a simple parser for cards. In fact, it's quite extensible and can be configured to plug-in different file formats. The only file format by now is a plain text format, for which in turn different line-parsers can be plugged in.
And now to the cards:
name Forest
super basic
type land - forest
super basic
type land - forest
The basic land types have the mana producing ability implied, which are also parsed as any other mana ability. I'm not sure how this will work with adding and removing basic land types, but it's like that for now.
name Graven Cairns
type land
text {T}: Add {1} to your mana pool.
text {B/R}, {T}: Add {B}{B} to your mana pool.
text {B/R}, {T}: Add {B}{R} to your mana pool.
text {B/R}, {T}: Add {R}{R} to your mana pool.
Right now, there are only activated abilities. Costs and Effect are parsed separately, and every cost is parsed on its own. By now, any combination of mana costs and Tap or untap costs are working. The only Effect is "Add ... to your mana pool." Things like "{B}{B}, {B}{R} or {R}{R}" are not possible by now, neither are hybrid symbols (they only work for costs), so I write it as three abilities.
name Dryad Arbor
color green
type land - forest
type creature - dryad
pt 1/1
text (Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G} to your mana pool.")
text Dryad Arbor is green.
Here you can see that every type is specified on its own line only with its corresponding subtypes. The two "text" lines here are actually nonfunctional. The "Dryad Arbor is green." Ability is actually implemented by the "color" line, and the mana ability comes from the forest subtype.
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