Examples of SwampwalkAbility


Examples of mage.abilities.keyword.SwampwalkAbility

        this.expansionSetCode = "ZEN";
        this.subtype.add("Wraith");
        this.color.setBlack(true);
        this.power = new MageInt(4);
        this.toughness = new MageInt(2);
        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

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

        this.addAbility(FlyingAbility.getInstance());
        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

        this.color.setWhite(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(3);

        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

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

        // 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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Examples of mage.abilities.keyword.SwampwalkAbility

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

        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

        this.supertype.add("Legendary");
        this.subtype.add("Praetor");
        this.color.setBlack(true);
        this.power = new MageInt(6);
        this.toughness = new MageInt(6);
        this.addAbility(new SwampwalkAbility());
        Ability ability = new BeginningOfUpkeepTriggeredAbility(new ReturnFromGraveyardToBattlefieldTargetEffect(false), TargetController.YOU, false);
        ability.addTarget(new TargetCardInYourGraveyard(new FilterCreatureCard("creature card from your graveyard")));
        this.addAbility(ability);
        ability = new BeginningOfUpkeepTriggeredAbility(new SacrificeEffect(new FilterCreaturePermanent(), 1, "that player "), TargetController.OPPONENT, false);
        this.addAbility(ability);
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Examples of mage.abilities.keyword.SwampwalkAbility

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

        // Swampwalk
        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

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

        // Swampwalk
        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

        this.color.setBlack(true);
        this.power = new MageInt(3);
        this.toughness = new MageInt(3);

        // Swampwalk
        this.addAbility(new SwampwalkAbility());
    }
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Examples of mage.abilities.keyword.SwampwalkAbility

        this.color.setBlack(true);
        this.power = new MageInt(2);
        this.toughness = new MageInt(3);

        // Other Zombie creatures have swampwalk.
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityAllEffect(new SwampwalkAbility(), Duration.WhileOnBattlefield, filter, true)));
        // Other Zombies have "{B}: Regenerate this permanent."
        Effect effect = new GainAbilityAllEffect(new SimpleActivatedAbility(Zone.BATTLEFIELD, new RegenerateSourceEffect(), new ManaCostsImpl("{B}")), Duration.WhileOnBattlefield, filter, true);
        effect.setText("Other Zombies have \"{B}: Regenerate this permanent.\"");
        this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, effect));
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