Package mage.abilities.effects.common

Examples of mage.abilities.effects.common.ReturnSourceFromGraveyardToBattlefieldEffect


public class UnearthAbility extends ActivatedAbilityImpl<UnearthAbility> {

  protected boolean unearthed;

  public UnearthAbility(ManaCosts costs) {
    super(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), costs);
    this.timing = TimingRule.SORCERY;
    this.addEffect(new GainAbilitySourceEffect(HasteAbility.getInstance(), Duration.WhileOnBattlefield));
    this.addEffect(new CreateDelayedTriggeredAbilityEffect(new UnearthDelayedTriggeredAbility()));
    this.addEffect(new UnearthLeavesBattlefieldEffect());
  }
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}

class VengevineAbility extends TriggeredAbilityImpl<VengevineAbility> {

  public VengevineAbility() {
    super(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), true);
  }
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        ContinuousEffect effect = new GainAbilitySourceEffect(HasteAbility.getInstance(), Duration.WhileOnBattlefield);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinousEffect(effect,
                new TenOrLessLifeCondition(TenOrLessLifeCondition.CheckType.AN_OPPONENT),
                "Bloodghast has haste as long as an opponent has 10 or less life")));
        // Landfall — Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
        this.addAbility(new LandfallAbility(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), true));
    }
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import mage.target.targetpointer.FixedTarget;

public class PersistAbility extends DiesTriggeredAbility {
    public PersistAbility() {
        super(new PersistEffect());
        this.addEffect(new ReturnSourceFromGraveyardToBattlefieldEffect());
    }
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*
*/
public class UnearthAbility extends ActivatedAbilityImpl {

    public UnearthAbility(ManaCosts costs) {
        super(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), costs);
        this.timing = TimingRule.SORCERY;
        this.addEffect(new GainAbilitySourceEffect(HasteAbility.getInstance(), Duration.Custom));
        this.addEffect(new CreateDelayedTriggeredAbilityEffect(new UnearthDelayedTriggeredAbility()));
        this.addEffect(new UnearthLeavesBattlefieldEffect());
    }
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*/
public class UndyingAbility extends DiesTriggeredAbility {
   
    public UndyingAbility() {
        super(new UndyingEffect());
        this.addEffect(new ReturnSourceFromGraveyardToBattlefieldEffect());
    }
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    this.subtype.add("Warrior");
    this.color.setBlack(true);
    this.power = new MageInt(1);
    this.toughness = new MageInt(1);

    this.addAbility(new SimpleActivatedAbility(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(true), new ManaCostsImpl("{1}{B}")));
  }
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        this.toughness = new MageInt(1);

        // Rot Farm Skeleton can't block.
        this.addAbility(new CantBlockAbility());
        // 2{B}{G}, Put the top four cards of your library into your graveyard: Return Rot Farm Skeleton from your graveyard to the battlefield. Activate this ability only any time you could cast a sorcery.
        Ability ability = new ActivateAsSorceryActivatedAbility(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), new ManaCostsImpl("{2}{B}{G}"));
        ability.addCost(new PutTopCardOfYourLibraryToGraveyardCost(4));
        this.addAbility(ability);

    }
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}

class VengevineAbility extends TriggeredAbilityImpl {

    public VengevineAbility() {
        super(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), true);
    }
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    }

    @Override
    public boolean apply(Game game, Ability source) {
        //create delayed triggered ability
        Effect effect = new ReturnSourceFromGraveyardToBattlefieldEffect(true, true);
        effect.setText(staticText);
        DelayedTriggeredAbility delayedAbility = new AtTheBeginOfYourNextUpkeepDelayedTriggeredAbility(effect);
        delayedAbility.setSourceId(source.getSourceId());
        delayedAbility.setControllerId(source.getControllerId());
        game.addDelayedTriggeredAbility(delayedAbility);
        return true;
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