Package mage.abilities.keyword

Examples of mage.abilities.keyword.CumulativeUpkeepAbility


        this.color.setGreen(true);
        this.power = new MageInt(5);
        this.toughness = new MageInt(4);

        // Cumulative upkeep {G}
        this.addAbility(new CumulativeUpkeepAbility(new ManaCostsImpl("{G}")));
    }
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        this.expansionSetCode = "WTH";

        this.color.setBlue(true);

        // Cumulative upkeep {1}
        this.addAbility(new CumulativeUpkeepAbility(new ManaCostsImpl<>("{1}")));
       
        // When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.
        this.addAbility(new EntersBattlefieldTriggeredAbility(new AncestralKnowledgeEffect()));
       
        // When Ancestral Knowledge leaves the battlefield, shuffle your library.
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        this.expansionSetCode = "VIS";

        this.color.setGreen(true);

        // Cumulative upkeep {1}
        this.addAbility(new CumulativeUpkeepAbility(new ManaCostsImpl("{1}")));
        // Black creatures can't attack you.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ElephantGrassReplacementEffect()));
        // Nonblack creatures can't attack you unless their controller pays {2} for each creature he or she controls that's attacking you.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ElephantGrassReplacementEffect2()));
    }
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    public GlacialChasm(UUID ownerId) {
        super(ownerId, 331, "Glacial Chasm", Rarity.UNCOMMON, new CardType[]{CardType.LAND}, "");
        this.expansionSetCode = "ICE";

        // Cumulative upkeep-Pay 2 life.
        this.addAbility(new CumulativeUpkeepAbility(new PayLifeCost(2)));
        // When Glacial Chasm enters the battlefield, sacrifice a land.
        this.addAbility(new EntersBattlefieldTriggeredAbility(new SacrificeControllerEffect(new FilterLandPermanent(), 1, "")));
        // Creatures you control can't attack.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new CantAttackEffect()));
        // Prevent all damage that would be dealt to you.
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        this.expansionSetCode = "ALL";

        this.color.setBlack(true);

        // Cumulative upkeep-Pay 1 life.
        this.addAbility(new CumulativeUpkeepAbility(new PayLifeCost(1)));
       
        // At the beginning of each player's upkeep, that player sacrifices a green or white permanent.
        this.addAbility(new BeginningOfUpkeepTriggeredAbility(new SacrificeEffect(filter, 1, "that player"), TargetController.ANY, false));
    }
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        this.expansionSetCode = "ALL";

        this.color.setGreen(true);

        // Cumulative upkeep {G}
        this.addAbility(new CumulativeUpkeepAbility(new ManaCostsImpl("{G}")));
        // {2}{G}, Pay 3 life for each velocity counter on Tornado: Destroy target permanent and put a velocity counter on Tornado. Activate this ability only once each turn.
        Ability ability = new LimitedTimesPerTurnActivatedAbility(Zone.BATTLEFIELD, new DestroyTargetEffect(), new ManaCostsImpl("{2}{G}"));
        DynamicValue lifeToPayAmount = new MultipliedValue(new CountersCount(CounterType.VELOCITY), 3);
        ability.addCost(new PayLifeCost(lifeToPayAmount, "3 life for each velocity counter on {source}"));
        ability.addTarget(new TargetPermanent());
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        this.color.setWhite(true);
        this.power = new MageInt(0);
        this.toughness = new MageInt(3);

        // Cumulative upkeep {1}{W}
        this.addAbility(new CumulativeUpkeepAbility(new ManaCostsImpl("{1}{W}")));
        // Damage that would reduce your life total to less than 1 reduces it to 1 instead.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new SustainingSpiritReplacementEffect()));

    }
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        // Trample
        this.addAbility(TrampleAbility.getInstance());
        // Polar Kraken enters the battlefield tapped.
        this.addAbility(new EntersBattlefieldTappedAbility());
        // Cumulative upkeep-Sacrifice a land.
        this.addAbility(new CumulativeUpkeepAbility(new SacrificeTargetCost(new TargetControlledPermanent(new FilterControlledLandPermanent()))));
    }
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        this.expansionSetCode = "ICE";

        this.color.setBlue(true);

        // Cumulative upkeep {2}
        this.addAbility(new CumulativeUpkeepAbility(new GenericManaCost(2)));
       
        // When Illusions of Grandeur enters the battlefield, you gain 20 life.
        this.addAbility(new EntersBattlefieldTriggeredAbility(new GainLifeEffect(20)));
       
        // When Illusions of Grandeur leaves the battlefield, you lose 20 life.
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