Package mage.abilities.effects.common.continious

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


        this.color.setWhite(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        // Sliver creatures you control have vigilance.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(VigilanceAbility.getInstance(), Duration.WhileOnBattlefield, new FilterControlledCreaturePermanent("Sliver", "Sliver creatures you control "))));
    }
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        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        // Sliver creatures you control have lifelink.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityControlledEffect(LifelinkAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent("Sliver","Sliver creatures"))));
    }
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        this.subtype.add("Kithkin");
        this.subtype.add("Knight");
        this.color.setWhite(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(DoubleStrikeAbility.getInstance(), Duration.WhileOnBattlefield, filter, false)));
    }
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        // First strike
        this.addAbility(FirstStrikeAbility.getInstance());

        // As long as Valor is in your graveyard and you control a Plains, creatures you control have first strike
        ContinuousEffect effect = new GainAbilityControlledEffect(FirstStrikeAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent());
        ConditionalContinousEffect valorEffect = new ConditionalContinousEffect(effect,
                new PermanentsOnTheBattlefieldCondition(filter), ruleText);
        this.addAbility(new SimpleStaticAbility(Zone.GRAVEYARD, valorEffect));
    }
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        // Flying
        this.addAbility(FlyingAbility.getInstance());

        // As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
        ContinuousEffect effect = new GainAbilityControlledEffect(FlyingAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent());
        ConditionalContinousEffect wonderEffect = new ConditionalContinousEffect(effect,
                new PermanentsOnTheBattlefieldCondition(filter), ruleText);
        this.addAbility(new SimpleStaticAbility(Zone.GRAVEYARD, wonderEffect));
    }
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        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // Sliver creatures you control have trample.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityControlledEffect(TrampleAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent("Sliver","Sliver creatures"))));
    }
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        // +1: Until your next turn, creatures you control get +1/+0 and gain lifelink.
        Effect effect = new BoostControlledEffect(1, 0, Duration.UntilYourNextTurn, new FilterCreaturePermanent());
        effect.setText("Until your next turn, creatures you control get +1/+0");
        LoyaltyAbility loyaltyAbility = new LoyaltyAbility(effect, 1);
        effect = new GainAbilityControlledEffect(LifelinkAbility.getInstance(), Duration.UntilYourNextTurn, new FilterCreaturePermanent());
        effect.setText("and gain lifelink");
        loyaltyAbility.addEffect(effect);
        this.addAbility(loyaltyAbility);

        // -2: Put a 2/2 black Vampire creature token with flying onto the battlefield.
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        this.color.setGreen(true);
        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // Constellation - Whenever Humbler of Mortals or another enchantment enters the battlefield under your control, creatures you control gain trample until end of turn.
        this.addAbility(new ConstellationAbility(new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.EndOfTurn, new FilterControlledCreaturePermanent("creatures"))));
    }
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        this.power = new MageInt(1);
        this.toughness = new MageInt(1);

        // Sliver creatures you control have deathtouch.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityControlledEffect(DeathtouchAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent("Sliver","Sliver creatures"))));
    }
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        // {4}{W}{W}: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn.
        Effect effect1 = new BoostControlledEffect(2, 2, Duration.EndOfTurn);
        effect1.setText("Creatures you control get +2/+2");
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, effect1, new ManaCostsImpl("{4}{W}{W}"));
        Effect effect2 = new GainAbilityControlledEffect(FirstStrikeAbility.getInstance(), Duration.EndOfTurn);
        effect2.setText("and gain first strike");
        ability.addEffect(effect2);
        Effect effect3 = new GainAbilityControlledEffect(LifelinkAbility.getInstance(), Duration.EndOfTurn);
        effect3.setText("and lifelink until end of turn");
        ability.addEffect(effect3);
        this.addAbility(ability);

        // {4}{W}{W}, Exile Soul of Theros from your graveyard: Creatures you control get +2/+2 and gain first strike and lifelink until end of turn.
        ability = new SimpleActivatedAbility(Zone.GRAVEYARD, effect1, new ManaCostsImpl("{4}{W}{W}"));
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Related Classes of mage.abilities.effects.common.continious.GainAbilityControlledEffect

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