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package mage.sets.gatecrash;
import java.util.UUID;
import mage.constants.CardType;
import mage.constants.Duration;
import mage.constants.Rarity;
import mage.MageInt;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.dynamicvalue.DynamicValue;
import mage.abilities.dynamicvalue.common.PermanentsOnBattlefieldCount;
import mage.abilities.effects.common.continious.BoostTargetEffect;
import mage.abilities.effects.common.continious.SetPowerToughnessSourceEffect;
import mage.abilities.keyword.BloodrushAbility;
import mage.cards.CardImpl;
import mage.constants.Zone;
import mage.filter.common.FilterControlledLandPermanent;
import mage.filter.common.FilterControlledPermanent;
/**
*
* @author LevelX2
*/
public class Rubblehulk extends CardImpl {
private static final FilterControlledPermanent filter = new FilterControlledLandPermanent("lands you control");
public Rubblehulk(UUID ownerId) {
super(ownerId, 191, "Rubblehulk", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{4}{R}{G}");
this.expansionSetCode = "GTC";
this.subtype.add("Elemental");
this.color.setRed(true);
this.color.setGreen(true);
this.power = new MageInt(0);
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)));
}
public Rubblehulk(final Rubblehulk card) {
super(card);
}
@Override
public Rubblehulk copy() {
return new Rubblehulk(this);
}
}