Package mage.abilities.effects.common.continious

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


        this.color.setBlack(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(1);

        this.addAbility(new LandfallAbility(new GainAbilitySourceEffect(IntimidateAbility.getInstance(), Duration.EndOfTurn), false));
    }
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        this.toughness = new MageInt(1);

        // Bloodghast can't block.
        this.addAbility(new CantBlockAbility());
        // Bloodghast has haste as long as an opponent has 10 or less life.
        ContinuousEffect effect = new GainAbilitySourceEffect(HasteAbility.getInstance(), Duration.WhileOnBattlefield);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinousEffect(effect,
                new TenOrLessLifeCondition(TenOrLessLifeCondition.CheckType.AN_OPPONENT),
                "Bloodghast has haste as long as an opponent has 10 or less life")));
        // Landfall — Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
        this.addAbility(new LandfallAbility(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), true));
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        this.color.setGreen(true);
        this.power = new MageInt(4);
        this.toughness = new MageInt(4);

        LandfallAbility ability = new LandfallAbility(new BoostSourceEffect(4, 4, Duration.EndOfTurn), false);
        ability.addEffect(new GainAbilitySourceEffect(TrampleAbility.getInstance(), Duration.EndOfTurn));
        this.addAbility(ability);
    }
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        this.subtype.add("Soldier");

        this.color.setWhite(true);
        this.power = new MageInt(1);
        this.toughness = new MageInt(1);
        GainAbilitySourceEffect effect = new GainAbilitySourceEffect(DoubleStrikeAbility.getInstance(), Duration.WhileOnBattlefield);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinousEffect(effect, new SourceIsEquiped(), ruleText)));
    }
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        this.color.setRed(true);
        this.power = new MageInt(4);
        this.toughness = new MageInt(4);

        this.addAbility(new LandfallAbility(new GainAbilitySourceEffect(FlyingAbility.getInstance(), Duration.EndOfTurn), false));
    }
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        this.expansionSetCode = "TMP";
        this.subtype.add("Crab");
        this.color.setBlue(true);
        this.power = new MageInt(3);
        this.toughness = new MageInt(3);
        this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new GainAbilitySourceEffect(ShroudAbility.getInstance(), Duration.EndOfTurn), new ColoredManaCost(ColoredManaSymbol.U)));
    }
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public class UnearthAbility extends ActivatedAbilityImpl {

    public UnearthAbility(ManaCosts costs) {
        super(Zone.GRAVEYARD, new ReturnSourceFromGraveyardToBattlefieldEffect(), costs);
        this.timing = TimingRule.SORCERY;
        this.addEffect(new GainAbilitySourceEffect(HasteAbility.getInstance(), Duration.Custom));
        this.addEffect(new CreateDelayedTriggeredAbilityEffect(new UnearthDelayedTriggeredAbility()));
        this.addEffect(new UnearthLeavesBattlefieldEffect());
    }
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        // As long as an opponent has 10 or less life, Guul Draz Vampire gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
        Condition condition = new TenOrLessLifeCondition(TenOrLessLifeCondition.CheckType.AN_OPPONENT);
        ConditionalContinousEffect effect1 = new ConditionalContinousEffect(new BoostSourceEffect(2, 1, Duration.WhileOnBattlefield), condition, rule1);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect1));
        ConditionalContinousEffect effect2 = new ConditionalContinousEffect(new GainAbilitySourceEffect(IntimidateAbility.getInstance()), condition, rule2);
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect2));

    }
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    public List<Ability> build() {
        List<Ability> constructed = new ArrayList<>();

        Condition condition = new SourceHasCounterCondition(CounterType.LEVEL, level1, level2);
        for (Ability ability : abilities) {
            ContinuousEffect effect = new GainAbilitySourceEffect(ability);
            ConditionalContinousEffect abEffect = new ConditionalContinousEffect(effect, condition, "");
            Ability staticAbility = new SimpleStaticAbility(Zone.BATTLEFIELD, abEffect);
            staticAbility.setRuleVisible(false);
            constructed.add(staticAbility);
        }
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        super(ownerId, 202, "Malachite Golem", Rarity.COMMON, new CardType[]{CardType.ARTIFACT, CardType.CREATURE}, "{6}");
        this.expansionSetCode = "MRD";
        this.subtype.add("Golem");
        this.power = new MageInt(5);
        this.toughness = new MageInt(3);
        this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new GainAbilitySourceEffect(TrampleAbility.getInstance(), Duration.EndOfTurn), new ManaCostsImpl("{1}{G}")));
    }
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