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package mage.sets.journeyintonyx;
import java.util.UUID;
import mage.MageInt;
import mage.abilities.Ability;
import mage.abilities.common.EntersBattlefieldTriggeredAbility;
import mage.abilities.dynamicvalue.common.PermanentsOnBattlefieldCount;
import mage.abilities.effects.OneShotEffect;
import mage.cards.Card;
import mage.cards.CardImpl;
import mage.cards.Cards;
import mage.cards.CardsImpl;
import mage.constants.CardType;
import mage.constants.Outcome;
import mage.constants.Rarity;
import mage.constants.Zone;
import mage.filter.FilterCard;
import mage.filter.common.FilterControlledPermanent;
import mage.filter.common.FilterCreatureCard;
import mage.filter.predicate.mageobject.SubtypePredicate;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.players.Player;
import mage.target.TargetCard;
/**
*
* @author LevelX2
*/
public class NessianGameWarden extends CardImpl {
public NessianGameWarden(UUID ownerId) {
super(ownerId, 132, "Nessian Game Warden", Rarity.UNCOMMON, new CardType[]{CardType.CREATURE}, "{3}{G}{G}");
this.expansionSetCode = "JOU";
this.subtype.add("Beast");
this.color.setGreen(true);
this.power = new MageInt(4);
this.toughness = new MageInt(5);
// When Nessian Game Warden enters the battlefield, look at the top X cards of your library, where X is the number of forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
this.addAbility(new EntersBattlefieldTriggeredAbility(new NessianGameWardenEffect(), false));
}
public NessianGameWarden(final NessianGameWarden card) {
super(card);
}
@Override
public NessianGameWarden copy() {
return new NessianGameWarden(this);
}
}
class NessianGameWardenEffect extends OneShotEffect {
private static final FilterControlledPermanent filter = new FilterControlledPermanent("forests you control");
static {
filter.add(new SubtypePredicate("Forest"));
}
public NessianGameWardenEffect() {
super(Outcome.DrawCard);
this.staticText = "look at the top X cards of your library, where X is the number of forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order";
}
public NessianGameWardenEffect(final NessianGameWardenEffect effect) {
super(effect);
}
@Override
public NessianGameWardenEffect copy() {
return new NessianGameWardenEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Player player = game.getPlayer(source.getControllerId());
Permanent sourcePermanent = game.getPermanentOrLKIBattlefield(source.getSourceId());
if (player == null || sourcePermanent == null) {
return false;
}
Cards cards = new CardsImpl();
int count = new PermanentsOnBattlefieldCount(filter).calculate(game, source, this);
count = Math.min(player.getLibrary().size(), count);
for (int i = 0; i < count; i++) {
Card card = player.getLibrary().removeFromTop(game);
if (card != null) {
cards.add(card);
}
}
player.lookAtCards(sourcePermanent.getName(), cards, game);
if (!cards.isEmpty()) {
TargetCard target = new TargetCard(Zone.LIBRARY, new FilterCreatureCard("creature card to put into your hand"));
if (target.canChoose(source.getSourceId(), player.getId(), game) && player.choose(Outcome.DrawCard, cards, target, game)) {
Card card = cards.get(target.getFirstTarget(), game);
if (card != null) {
player.revealCards(sourcePermanent.getName(), new CardsImpl(card), game);
cards.remove(card);
player.moveCardToHandWithInfo(card, source.getSourceId(), game, Zone.LIBRARY);
}
}
}
TargetCard target = new TargetCard(Zone.PICK, new FilterCard("card to put on the bottom of your library"));
while (player.isInGame() && cards.size() > 1) {
player.choose(Outcome.Neutral, cards, target, game);
Card card = cards.get(target.getFirstTarget(), game);
if (card != null) {
cards.remove(card);
card.moveToZone(Zone.LIBRARY, source.getSourceId(), game, false);
}
target.clearChosen();
}
if (cards.size() == 1) {
Card card = cards.get(cards.iterator().next(), game);
card.moveToZone(Zone.LIBRARY, source.getSourceId(), game, false);
}
return true;
}
}