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package mage.sets.modernmasters;
import java.util.UUID;
import mage.abilities.Ability;
import mage.abilities.effects.ContinuousEffect;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.continious.BoostAllEffect;
import mage.cards.CardImpl;
import mage.constants.CardType;
import mage.constants.Duration;
import mage.constants.Outcome;
import mage.constants.Rarity;
import mage.filter.common.FilterCreaturePermanent;
import mage.filter.predicate.mageobject.NamePredicate;
import mage.game.Game;
import mage.game.permanent.Permanent;
import mage.target.common.TargetCreaturePermanent;
/**
*
* @author LevelX2
*/
public class EchoingCourage extends CardImpl {
public EchoingCourage(UUID ownerId) {
super(ownerId, 143, "Echoing Courage", Rarity.COMMON, new CardType[]{CardType.INSTANT}, "{1}{G}");
this.expansionSetCode = "MMA";
this.color.setGreen(true);
// Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
this.getSpellAbility().addEffect(new EchoingCourageEffect());
this.getSpellAbility().addTarget(new TargetCreaturePermanent());
}
public EchoingCourage(final EchoingCourage card) {
super(card);
}
@Override
public EchoingCourage copy() {
return new EchoingCourage(this);
}
}
class EchoingCourageEffect extends OneShotEffect {
public EchoingCourageEffect() {
super(Outcome.Benefit);
this.staticText = "Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn";
}
public EchoingCourageEffect(final EchoingCourageEffect effect) {
super(effect);
}
@Override
public EchoingCourageEffect copy() {
return new EchoingCourageEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Permanent targetPermanent = game.getPermanent(targetPointer.getFirst(game, source));
if (targetPermanent != null) {
FilterCreaturePermanent filter = new FilterCreaturePermanent();
filter.add(new NamePredicate(targetPermanent.getName()));
ContinuousEffect effect = new BoostAllEffect(2,2, Duration.EndOfTurn, filter, false);
game.addEffect(effect, source);
return true;
}
return false;
}
}