Package mage.abilities.effects.common.continious

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


        this.color.setBlue(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(1);

        // Whenever you cast a spell that's both blue and red, Riverfall Mimic has base power and toughness 3/3 until end of turn and can't be blocked this turn.
        Ability ability = new SpellCastControllerTriggeredAbility(new SetPowerToughnessSourceEffect(3, 3, Duration.EndOfTurn), filter, false, rule);
        ability.addEffect(new GainAbilitySourceEffect(new UnblockableAbility(), Duration.EndOfTurn, false, true));
        this.addAbility(ability);
    }
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        this.color.setBlack(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(1);

        // Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn.
        Ability ability = new SpellCastControllerTriggeredAbility(new SetPowerToughnessSourceEffect(4, 5, Duration.EndOfTurn), filter, false, rule);
        ability.addEffect(new GainAbilitySourceEffect(WitherAbility.getInstance(), Duration.EndOfTurn, false, true));
        this.addAbility(ability);
       
    }
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        this.color.setGreen(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        // Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(controlledElvesFilter), Duration.EndOfGame)));
        // {tap}: Jagged-Scar Archers deals damage equal to its power to target creature with flying.
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new DamageTargetEffect(new SourcePermanentPowerCount()), new TapSourceCost());
        ability.addTarget(new TargetCreaturePermanent(flyingCreatureFilter));
        this.addAbility(ability);
    }
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        this.toughness = new MageInt(0);

        DynamicValue controlledLands = new PermanentsOnBattlefieldCount(filter);
       
        // Rubblehulk's power and toughness are each equal to the number of lands you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(controlledLands, Duration.EndOfGame)));

        // Bloodrush - 1{R}{G}, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
        this.addAbility(new BloodrushAbility("{1}{R}{G}", new BoostTargetEffect(controlledLands,controlledLands, Duration.EndOfTurn)));
    }
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        this.toughness = new MageInt(0);

        // Haste
        this.addAbility(HasteAbility.getInstance());
        // Magnivore's power and toughness are each equal to the number of sorcery cards in all graveyards.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new CardsInAllGraveyardsCount(filter), Duration.EndOfGame)));


    }
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        this.color.setGreen(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        // Maro's power and toughness are each equal to the number of cards in your hand.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new CardsInControllerHandCount(), Duration.EndOfGame)));
    }
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        this.color.setGreen(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        // Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(filter), Duration.EndOfGame)));
       
        // Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control.
        this.addAbility(new SoulshiftAbility(new PermanentsOnBattlefieldCount(filter)));
    }
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        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        // Beast of Burden's power and toughness are each equal to the number of creatures on the battlefield.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(new FilterCreaturePermanent("creatures on the battlefield")), Duration.EndOfGame)));
       
    }
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        this.color.setGreen(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        this.addAbility(HexproofAbility.getInstance());
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(filterLands), Duration.EndOfGame)));
    }
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        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        //Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new CardsInOpponentsGraveyardsCount(), Duration.EndOfGame)));
        //Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
        this.addAbility(new SpellCastControllerTriggeredAbility(new ConsumingAberrationEffect(), false));
    }
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