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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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package mage.sets.darkascension;
import java.util.UUID;
import mage.constants.*;
import mage.MageInt;
import mage.abilities.Ability;
import mage.abilities.common.AttacksTriggeredAbility;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.combat.CantBeBlockedByOneEffect;
import mage.abilities.keyword.UndyingAbility;
import mage.cards.CardImpl;
import mage.filter.common.FilterCreaturePermanent;
import mage.game.Game;
import mage.game.permanent.Permanent;
/**
*
* @author intimidatingant
*/
public class PyreheartWolf extends CardImpl {
public PyreheartWolf(UUID ownerId) {
super(ownerId, 101, "Pyreheart Wolf", Rarity.UNCOMMON, new CardType[]{CardType.CREATURE}, "{2}{R}");
this.expansionSetCode = "DKA";
this.subtype.add("Wolf");
this.color.setRed(true);
this.power = new MageInt(1);
this.toughness = new MageInt(1);
// Whenever Pyreheart Wolf attacks, each creature you control can't be blocked this turn except by two or more creatures.
this.addAbility(new UndyingAbility());
this.addAbility(new AttacksTriggeredAbility(new PyreheartWolfEffect(), false));
}
public PyreheartWolf(final PyreheartWolf card) {
super(card);
}
@Override
public PyreheartWolf copy() {
return new PyreheartWolf(this);
}
}
class PyreheartWolfEffect extends OneShotEffect {
public PyreheartWolfEffect() {
super(Outcome.Benefit);
this.staticText = "creatures you control can't be blocked except by two or more creatures until end of turn";
}
public PyreheartWolfEffect(final PyreheartWolfEffect effect) {
super(effect);
}
@Override
public PyreheartWolfEffect copy() {
return new PyreheartWolfEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
FilterCreaturePermanent filter = new FilterCreaturePermanent();
for (Permanent perm: game.getBattlefield().getAllActivePermanents(filter, source.getControllerId(), game)) {
CantBeBlockedByOneEffect effect = new CantBeBlockedByOneEffect(2, Duration.EndOfTurn);
SimpleStaticAbility ability = new SimpleStaticAbility(Zone.BATTLEFIELD, effect);
perm.addAbility(ability, game);
}
return false;
}
}