Package mage.abilities.effects.common.continious

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


        this.color.setBlue(true);
        this.power = new MageInt(1);
        this.toughness = new MageInt(1);

        this.addAbility(new EntersBattlefieldTriggeredAbility(new CreateTokenEffect(new GolemToken())));
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(FlyingAbility.getInstance(), Duration.WhileOnBattlefield, filter)));
    }
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        this.color.setGreen(true);
        this.power = new MageInt(6);
        this.toughness = new MageInt(5);

        // Creatures you control have hexproof.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(HexproofAbility.getInstance(), Duration.WhileOnBattlefield, new FilterCreaturePermanent("Creatures"))));

        // Creatures your opponents control lose hexproof and can't have or gain hexproof.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new CreaturesCantGetOrHaveAbilityEffect(HexproofAbility.getInstance(), Duration.WhileOnBattlefield, filter)));

    }
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        this.color.setWhite(true);

        // Creatures you control get +0/+1 for each Gate you control and have vigilance.
        Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD,
                new BoostControlledEffect(new StaticValue(0),new PermanentsOnBattlefieldCount(filter), Duration.WhileOnBattlefield));
        ability.addEffect(new GainAbilityControlledEffect(VigilanceAbility.getInstance(), Duration.WhileOnBattlefield, new FilterControlledCreaturePermanent("Creatures")));
        this.addAbility(ability);
    }
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        power = new MageInt(3);
        toughness = new MageInt(3);

        // Creatures you control have flying.
        this.addAbility(new SimpleStaticAbility(
                Zone.BATTLEFIELD, new GainAbilityControlledEffect(FlyingAbility.getInstance(), Duration.WhileOnBattlefield, new FilterCreaturePermanent())));
    }
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        this.toughness = new MageInt(2);

        // Haste
        this.addAbility(HasteAbility.getInstance());
        // Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.
        Effect effect = new GainAbilityControlledEffect(FirstStrikeAbility.getInstance(), Duration.EndOfTurn);
        effect.setText("creatures you control gain first strike");
        Ability ability = new AttacksTriggeredAbility(effect, false);
        effect = new GainAbilityControlledEffect(DeathtouchAbility.getInstance(), Duration.EndOfTurn);
        effect.setText("and deathtouch until end of turn");
        ability.addEffect(effect);
        this.addAbility(ability);
    }
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        this.color.setRed(true);
        this.color.setBlue(true);
        this.color.setGreen(true);

        // Creatures you control have haste.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(HasteAbility.getInstance(), Duration.WhileOnBattlefield, new FilterControlledCreaturePermanent("Creatures"))));
       
        // Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
        this.addAbility(new EntersBattlefieldControlledTriggeredAbility(Zone.BATTLEFIELD, new DrawCardSourceControllerEffect(1), filter, true));
    }
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        this.addAbility(TrampleAbility.getInstance());
        // Other Centaur creatures you control get +1/+1 and have vigilance and trample.
        Effect effect = new BoostControlledEffect(1,1,Duration.WhileOnBattlefield, filter, true);
        effect.setText("Other Centaur creatures you control get +1/+1");
        Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD, effect);
        effect = new GainAbilityControlledEffect(VigilanceAbility.getInstance(), Duration.WhileOnBattlefield, filter, true);
        effect.setText("and have vigilance");
        ability.addEffect(effect);
        effect = new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.WhileOnBattlefield, filter, true);
        effect.setText("and trample");
        ability.addEffect(effect);
        this.addAbility(ability);
    }
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        this.toughness = new MageInt(3);

        // Deathtouch
        this.addAbility(DeathtouchAbility.getInstance());
        // Other Minotaur creatures you control have deathtouch.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(
                DeathtouchAbility.getInstance(), Duration.WhileOnBattlefield,
                new FilterCreaturePermanent("Minotaur","Minotaur creatures"),
                true)
        ));
    }
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        // Swampwalk
        this.addAbility(new SwampwalkAbility());

        // As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
        ContinuousEffect effect = new GainAbilityControlledEffect(new SwampwalkAbility(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent());
        ConditionalContinousEffect filthEffect = new ConditionalContinousEffect(effect,
                new PermanentsOnTheBattlefieldCondition(filter), ruleText);
        this.addAbility(new SimpleStaticAbility(Zone.GRAVEYARD, filthEffect));
    }
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        // Haste
        this.addAbility(HasteAbility.getInstance());

        // As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste
        ContinuousEffect effect = new GainAbilityControlledEffect(HasteAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent());
        ConditionalContinousEffect angerEffect = new ConditionalContinousEffect(effect,
                new PermanentsOnTheBattlefieldCondition(filter), ruleText);
        this.addAbility(new SimpleStaticAbility(Zone.GRAVEYARD, angerEffect));
    }
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Related Classes of mage.abilities.effects.common.continious.GainAbilityControlledEffect

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