Package mage.abilities.effects.common.continious

Examples of mage.abilities.effects.common.continious.BoostAllEffect


        // Whenever a nontoken creature you control attacks, put a 1/1 red Goblin creature token onto the battlefield tapped and attacking.
        this.addAbility(new AttacksCreatureYourControlTriggeredAbility(new CreateTokenEffect(new GoblinToken("KTK"), 1, true, true), false, attackFilter));

        // Sacrifice Mardu Ascendancy: Creatures you control get +0/+3 until end of turn.
        this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new BoostAllEffect(0, 3, Duration.EndOfTurn, filter, false),
                new SacrificeSourceCost()));
    }
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        this.color.setGreen(true);
        this.color.setBlack(true);

        // All creatures get -2/-2 until end of turn. Whenever a creature dies this turn, you gain 1 life.
        this.getSpellAbility().addEffect(new BoostAllEffect(-2, -2, Duration.EndOfTurn, new FilterCreaturePermanent("All creatures"), false));
        this.getSpellAbility().addEffect(new CreateDelayedTriggeredAbilityEffect(new DeathFrenzyDelayedTriggeredAbility()));
    }
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        // As Shared Triumph enters the battlefield, choose a creature type.
        this.addAbility(new AsEntersBattlefieldAbility(new ChooseCreatureTypeEffect(Outcome.BoostCreature)));
       
        // Creatures of the chosen type get +1/+1.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(1, 1, Duration.WhileOnBattlefield, new FilterSharedTriumph(), false)));
    }
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        // Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
        this.addAbility(new EntersBattlefieldControlledTriggeredAbility(Zone.BATTLEFIELD, new AddCountersSourceEffect(CounterType.QUEST.createInstance()), goblinFilter, true));

        // As long as Quest for the Goblin Lord has five or more quest counters on it, creatures you control get +2/+0.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinousEffect(new BoostAllEffect(2, 0, Duration.WhileOnBattlefield, filter, false), new SourceHasCounterCondition(CounterType.QUEST, 5, Integer.MAX_VALUE), rule)));
    }
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        this.expansionSetCode = "BNG";

        this.color.setBlack(true);

        // All creatures get -2/-2 until end of turn. Scry 1.
        this.getSpellAbility().addEffect(new BoostAllEffect(-2, -2, Duration.EndOfTurn));
        this.getSpellAbility().addEffect(new ScryEffect(1));
    }
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        this.expansionSetCode = "5ED";

        this.color.setBlack(true);

        // Black creatures get +1/+1.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(1, 1, Duration.WhileOnBattlefield, filter, false)));
       
    }
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        this.color.setBlack(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        // Other Zombie creatures get +1/+1.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(1, 1, Duration.WhileOnBattlefield, filter, true)));
        // {1}{B}, {tap}: Return target Zombie card from your graveyard to your hand.
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new ReturnToHandTargetEffect(), new ManaCostsImpl("{1}{B}"));
        ability.addCost(new TapSourceCost());
        ability.addTarget(new TargetCardInYourGraveyard(filterCard));
        this.addAbility(ability);
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        this.expansionSetCode = "GTC";

        this.color.setBlack(true);

        // Creature tokens get -1/-1.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(-1,-1, Duration.WhileOnBattlefield, filter, false)));
    }
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        this.expansionSetCode = "ROE";

        this.color.setBlue(true);

        // Creatures with flying get +2/+0.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(2, 0, Duration.WhileOnBattlefield, filter1, false)));

        // Creatures without flying get -2/-0.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(-2, 0, Duration.WhileOnBattlefield, filter2, false)));
    }
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        this.subtype.add("Soldier");

        this.color.setWhite(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostAllEffect(1, 1, Duration.WhileOnBattlefield, filter, true)));
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(FirstStrikeAbility.getInstance(), Duration.WhileOnBattlefield, filter, true)));
    }
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