Package mage.abilities.effects.common.continious

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


        this.toughness = new MageInt(3);

        // Flanking
        this.addAbility(new FlankingAbility());
        // Other creatures you control with flanking have flanking.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(new FlankingAbility(), Duration.WhileOnBattlefield, filter, true)));
    }
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        this.color.setBlack(true);
        this.power = new MageInt(3);
        this.toughness = new MageInt(3);

        // All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature."
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(
                new DiesAndDealtDamageThisTurnTriggeredAbility(new AddCountersSourceEffect(CounterType.P1P1.createInstance())), Duration.WhileOnBattlefield,
                filter, "All Sliver creatures have \"Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.\"")));

    }
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        Effect effect = new CreateDelayedTriggeredAbilityEffect(delayedAbility, true);
        effect.setText("choose target opponent. That player puts this card from its owner's graveyard onto the battlefield under his or her control at the beginning of the next end step");
        Ability gainAbility = new DiesTriggeredAbility(effect);
        gainAbility.addTarget(new TargetOpponent());
       
        effect = new GainAbilityAllEffect(gainAbility, Duration.WhileOnBattlefield, new FilterCreaturePermanent("Each creature"));
        effect.setText("Each creature has \"When this creature dies, choose target opponent. That player puts this card from its owner's graveyard onto the battlefield under his or her control at the beginning of the next end step.\"");
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect));
   
    }
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        this.color.setGreen(true);
        this.power = new MageInt(4);
        this.toughness = new MageInt(6);

        // Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.
        this.addAbility(new AttacksTriggeredAbility(new GainAbilityAllEffect(TrampleAbility.getInstance(), Duration.EndOfTurn, new FilterAttackingCreature()), false));
    }
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        // {2}{G}: Put a 2/2 green Wolf creature token onto the battlefield.
        this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new CreateTokenEffect(new WolfToken("LRW")), new ManaCostsImpl<>("{2}{G}")));
       
        // Each Wolf you control has deathtouch.
        Effect effect = new GainAbilityAllEffect(DeathtouchAbility.getInstance(), Duration.WhileOnBattlefield, filter);
        effect.setText("Each Wolf you control has deathtouch");
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect));
    }
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        this.toughness = new MageInt(6);

        // Other Treefolk creatures you control get +1/+1.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new BoostControlledEffect(1, 1, Duration.WhileOnBattlefield, filterTreefolk, true)));
        // Other Treefolk and Forests you control are indestructible.
        Effect effect = new GainAbilityAllEffect(IndestructibleAbility.getInstance(), Duration.WhileOnBattlefield, filterBoth, true);
        effect.setText("Other Treefolk and Forests you control are indestructible");
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect));
    }
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        Ability ability = new EntersBattlefieldTriggeredAbility(new NecromancersConvenantEffect(), false);
        ability.addTarget(new TargetPlayer());
        this.addAbility(ability);

        // Zombies you control have lifelink.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(LifelinkAbility.getInstance(), Duration.WhileOnBattlefield, filter)));
    }
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        this.color.setRed(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(2);

        // Each Goblin you control can't be blocked except by two or more creatures.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(
                new SimpleStaticAbility(Zone.BATTLEFIELD, new CantBeBlockedByOneEffect(2)),
                Duration.WhileOnBattlefield, filterGoblin,
                "Each Goblin you control can't be blocked except by two or more creatures")));

        // Each Elemental you control can't be blocked except by two or more creatures.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(
                new SimpleStaticAbility(Zone.BATTLEFIELD, new CantBeBlockedByOneEffect(2)),
                Duration.WhileOnBattlefield, filterGoblin,
                "Each Elemental you control can't be blocked except by two or more creatures")));
    }
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        this.color.setWhite(true);
        this.power = new MageInt(3);
        this.toughness = new MageInt(3);

        // Battalion - Whenever Frontline Medic and at least two other creatures attack, creatures you control gain indestructible until end of turn.
        Effect effect = new GainAbilityAllEffect(IndestructibleAbility.getInstance(), Duration.EndOfTurn, new FilterControlledCreaturePermanent(), false);
        effect.setText("creatures you control gain indestructible until end of turn");
        this.addAbility(new BattalionAbility(effect));

        // Sacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}.
        Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new CounterUnlessPaysEffect(new GenericManaCost(3)), new SacrificeSourceCost());
        ability.addTarget(new TargetSpell(filter));
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        this.power = new MageInt(7);
        this.toughness = new MageInt(5);

        // Creatures you control have haste.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityAllEffect(HasteAbility.getInstance(), Duration.WhileOnBattlefield, filter, false)));
        // Cascade
        this.addAbility(new CascadeAbility(false));
        // Cascade
        this.addAbility(new CascadeAbility());
    }
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Related Classes of mage.abilities.effects.common.continious.GainAbilityAllEffect

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