Package mage.abilities.common

Examples of mage.abilities.common.SimpleStaticAbility


        this.getSpellAbility().addEffect(new AttachEffect(Outcome.Detriment));
        Ability ability = new EnchantAbility(auraTarget.getTargetName());
        this.addAbility(ability);
       
        // You control enchanted enchantment.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ControlEnchantedEffect()));
    }
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        }
        sb.append(morphCosts.getText()).append(" ");
        sb.append(REMINDER_TEXT);
        ruleText = sb.toString();

        Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new BecomesFaceDownCreatureEffect(morphCosts));
        ability.setRuleVisible(false);
        card.addAbility(ability);

    }
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        this.getSpellAbility().addEffect(new AttachEffect(Outcome.BoostCreature));
        Ability ability = new EnchantAbility(auraTarget.getTargetName());
        this.addAbility(ability);
        // Enchanted creature gets +2/+2 and has "{1}{G}: Regenerate this creature."
        ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new RegenerateSourceEffect(), new ManaCostsImpl("{1}{G}"));
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostEnchantedEffect(2, 2, Duration.WhileOnBattlefield)));
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAttachedEffect(ability, AttachmentType.AURA)));
    }
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        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        // You may play an additional land on each of your turns.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new PlayAdditionalLandsControllerEffect(1, Duration.WhileOnBattlefield)));
        // Play with the top card of your library revealed.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new PlayWithTheTopCardRevealedEffect()));
        // You may play the top card of your library if it's a land card.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new PlayTheTopCardEffect(new FilterLandCard())));
    }
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        // At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
        this.addAbility(new ArchmageAscensionTriggeredAbility());
        this.addWatcher(new CardsDrawnControllerWatcher());

        // As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ArchmageAscensionReplacementEffect()));
       
    }
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        TargetPermanent auraTarget = new TargetCreaturePermanent();
        this.getSpellAbility().addTarget(auraTarget);
        this.getSpellAbility().addEffect(new AttachEffect(Outcome.BoostCreature));
        Ability ability = new EnchantAbility(auraTarget.getTargetName());
        this.addAbility(ability);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostEnchantedEffect(3, 3, Duration.WhileOnBattlefield)));
        this.addAbility(new CelestialMantleAbility());
    }
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    public SpidersilkNet(UUID ownerId) {
        super(ownerId, 206, "Spidersilk Net", Rarity.COMMON, new CardType[]{CardType.ARTIFACT}, "{0}");
        this.expansionSetCode = "ZEN";
        this.subtype.add("Equipment");

        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostEquippedEffect(0, 2)));
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAttachedEffect(ReachAbility.getInstance(), AttachmentType.EQUIPMENT)));
        this.addAbility(new EquipAbility(Outcome.BoostCreature, new GenericManaCost(2)));
    }
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        this.color.setWhite(true);
        this.power = new MageInt(1);
        this.toughness = new MageInt(1);
        GainAbilitySourceEffect effect = new GainAbilitySourceEffect(DoubleStrikeAbility.getInstance(), Duration.WhileOnBattlefield);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinousEffect(effect, new SourceIsEquiped(), ruleText)));
    }
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        this.color.setWhite(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ArmamentMasterEffect()));
    }
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        this.color.setGreen(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(3);

        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new NissasChosenEffect()));
    }
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