Package mage.abilities.effects.common.continious

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


        this.color.setWhite(true);

        // Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn.
        this.getSpellAbility().addEffect(new BoostControlledEffect(2, 1, Duration.EndOfTurn));
        Effect effect = new GainAbilityControlledEffect(LifelinkAbility.getInstance(), Duration.EndOfTurn, filter);
        effect.setText("Warrior creatures you control gain lifelink until end of turn");
        this.getSpellAbility().addEffect(effect);
    }
View Full Code Here


        this.power = new MageInt(5);
        this.toughness = new MageInt(5);

        // Sliver creatures you control have indestructible.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityControlledEffect(IndestructibleAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent("Sliver","Sliver creatures"))));

    }
View Full Code Here

        this.color.setBlue(true);
        this.power = new MageInt(4);
        this.toughness = new MageInt(4);

        // Creatures you control have horsemanship.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(HorsemanshipAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterControlledCreaturePermanent("Creatures you control"))));
    }
View Full Code Here

        this.supertype.add("Legendary");
        this.subtype.add("Equipment");

        // Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power."
        Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAttachedEffect(DefenderAbility.getInstance(), AttachmentType.EQUIPMENT));
        Effect effect = new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.EndOfTurn, new FilterCreaturePermanent(), true);
        effect.setText("Other creatures you control gain trample");
        Ability gainedAbility = new SimpleActivatedAbility(Zone.BATTLEFIELD, effect, new GenericManaCost(2));
        DynamicValue xValue = new SourcePermanentPowerCount();
        effect = new BoostControlledEffect(xValue, xValue, Duration.EndOfTurn, new FilterCreaturePermanent(), true, true);
        effect.setText("and get +X/+X until end of turn, where X is this creature's power");
        gainedAbility.addEffect(effect);
        gainedAbility.addCost(new TapSourceCost());
        effect = new GainAbilityAttachedEffect(gainedAbility, AttachmentType.EQUIPMENT);
        effect.setText("and \"{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power.\"");
        ability.addEffect(effect);
        this.addAbility(ability);

        // Equip {3}
        this.addAbility(new EquipAbility(Outcome.BoostCreature, new GenericManaCost(3)));
View Full Code Here

        // {tap}: Add {1} to your mana pool.
        this.addAbility(new ColorlessManaAbility());
        // As long as Riftstone Portal is in your graveyard, lands you control have "{tap}: Add {G} or {W} to your mana pool."
        ContinuousEffect effect = new GainAbilityControlledEffect(new GreenManaAbility(),
                Duration.WhileOnBattlefield, new FilterControlledLandPermanent());
        effect.setText("As long as Riftstone Portal is in your graveyard, lands you control have \"{tap}: Add {G} or {W} to your mana pool.\"");
        Ability ability = new SimpleStaticAbility(Zone.GRAVEYARD, effect);
        effect = new GainAbilityControlledEffect(new WhiteManaAbility(),
                Duration.WhileOnBattlefield, new FilterControlledLandPermanent());
        effect.setText("");
        ability.addEffect(effect);
        this.addAbility(ability);
    }
View Full Code Here

        // Trample
        this.addAbility(TrampleAbility.getInstance());

        // As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample
        ContinuousEffect effect = new GainAbilityControlledEffect(TrampleAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent());
        ConditionalContinousEffect brawnEffect = new ConditionalContinousEffect(effect,
                new PermanentsOnTheBattlefieldCondition(filter), ruleText);
        this.addAbility(new SimpleStaticAbility(Zone.GRAVEYARD, brawnEffect));
    }
View Full Code Here

        this.power = new MageInt(1);
        this.toughness = new MageInt(1);

        // Sliver creatures you control have first strike.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD,
                new GainAbilityControlledEffect(FirstStrikeAbility.getInstance(),
                Duration.WhileOnBattlefield, new FilterCreaturePermanent("Sliver","Sliver creatures"))));
    }
View Full Code Here

        this.expansionSetCode = "NPH";

        this.color.setGreen(true);

        this.getSpellAbility().addEffect(new BoostControlledEffect(1, 1, Duration.EndOfTurn));
        this.getSpellAbility().addEffect(new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.EndOfTurn));
        this.getSpellAbility().addEffect(new GainAbilityControlledEffect(InfectAbility.getInstance(), Duration.EndOfTurn));
    }
View Full Code Here

        Ability ability = new SimpleStaticAbility(Zone.ALL, new SavageBeatingTimingEffect());
        ability.setRuleAtTheTop(true);
        this.addAbility(ability);
       
        // Choose one - Creatures you control gain double strike until end of turn;
        this.getSpellAbility().addEffect(new GainAbilityControlledEffect(DoubleStrikeAbility.getInstance(), Duration.EndOfTurn, new FilterCreaturePermanent(), false));
       
        // or untap all creatures you control and after this phase, there is an additional combat phase.
        Mode mode = new Mode();
        mode.getEffects().add(new UntapAllControllerEffect(new FilterControlledCreaturePermanent(), "untap all creatures you control"));
        mode.getEffects().add(new AdditionalCombatPhaseEffect());
View Full Code Here

    public MagneticFlux(UUID ownerId) {
        super(ownerId, 25, "Magnetic Flux", Rarity.COMMON, new CardType[]{CardType.INSTANT}, "{2}{U}");
        this.expansionSetCode = "DST";
        this.color.setBlue(true);
        this.getSpellAbility().addEffect(new GainAbilityControlledEffect(FlyingAbility.getInstance(), Duration.EndOfTurn, filter, false));
    }
View Full Code Here

TOP

Related Classes of mage.abilities.effects.common.continious.GainAbilityControlledEffect

Copyright © 2018 www.massapicom. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.