Package mage.abilities.effects.common.continious

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


       
        // As Entropic Specter enters the battlefield, choose an opponent.
        this.addAbility(new AsEntersBattlefieldAbility(new ChooseOpponent()));
       
        // Entropic Specter's power and toughness are each equal to the number of cards in the chosen player's hand.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new CardsInTargetPlayerHandCount(), Duration.WhileOnBattlefield)));
       
        // Whenever Entropic Specter deals damage to a player, that player discards a card.
        this.addAbility(new DealsDamageToAPlayerTriggeredAbility(new DiscardTargetEffect(1, false), false, true));
    }
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            Ability staticAbility = new SimpleStaticAbility(Zone.BATTLEFIELD, abEffect);
            staticAbility.setRuleVisible(false);
            constructed.add(staticAbility);
        }

        ContinuousEffect effect = new SetPowerToughnessSourceEffect(power, toughness, Duration.WhileOnBattlefield);
        ConditionalContinousEffect ptEffect = new ConditionalContinousEffect(effect, condition, rule);
        constructed.add(new SimpleStaticAbility(Zone.BATTLEFIELD, ptEffect));

        return constructed;
    }
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class GigantiformAbility extends StaticAbility {

    public GigantiformAbility() {
        super(Zone.BATTLEFIELD, new GainAbilityAttachedEffect(TrampleAbility.getInstance(), AttachmentType.AURA));
        Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new SetPowerToughnessSourceEffect(8, 8, Duration.WhileOnBattlefield));
        this.addEffect(new GainAbilityAttachedEffect(ability, AttachmentType.AURA));
    }
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        this.color.setRed(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(0);

        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new CardsInAllGraveyardsCount(new FilterArtifactCard("artifacts")), Duration.EndOfGame)));
    }
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        subtype.add("Elemental");

        power = new MageInt(0);       
        toughness = new MageInt(0);

        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new SetPowerToughnessSourceEffect(creaturesControlled, Duration.EndOfGame)));
    }
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        // Convoke
        this.addAbility(new ConvokeAbility());
        // Flying
        this.addAbility(FlyingAbility.getInstance());
        // Seraph of the Masses's power and toughness are each equal to the number of creatures you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(filter), Duration.EndOfGame)));


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

        // Squelching Leeches's power and toughness are each equal to the number of Swamps you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(filter), Duration.EndOfGame)));
    }
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        this.toughness = new MageInt(0);

        this.addAbility(VigilanceAbility.getInstance());

        // Geist-Honored Monk's power and toughness are each equal to the number of creatures you control.
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(new FilterControlledCreaturePermanent()), Duration.EndOfGame)));

        // When Geist-Honored Monk enters the battlefield, put two 1/1 white Spirit creature tokens with flying onto the battlefield.
        this.addAbility(new EntersBattlefieldTriggeredAbility(new CreateTokenEffect(new SpiritWhiteToken("ISD"), 2)));
    }
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        cardType.add(CardType.CREATURE);
        subtype.add("Ooze");
        color.setGreen(true);
        power = new MageInt(0);
        toughness = new MageInt(0);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new SetPowerToughnessSourceEffect(new GutterGrimeCounters(sourceId), Duration.WhileOnBattlefield)));
    }
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        this.subtype.add("Wurm");
        this.color.setGreen(true);

        // Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard.
        DynamicValue value = new CardsInControllerGraveyardCount(new FilterCreatureCard());
        this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(value, Duration.EndOfGame)));
    }
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