@Override public AbilitiesCostReductionControllerEffect copy() { return new AbilitiesCostReductionControllerEffect(this); }
public JediTraining(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{U}"); // Meditate abilities you activate costs {1} less to activate. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new AbilitiesCostReductionControllerEffect(MeditateAbility.class, "Meditate"))); // Whenever a Jedi creature you control meditates, scry 1. this.addAbility(new JediTrainingTriggeredAbility()); }
public NerfHerder(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{G}"); this.subtype.add(SubType.HUMAN); this.power = new MageInt(2); this.toughness = new MageInt(3); // Monstrosity abilities you activate cost {1} less to activate. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new AbilitiesCostReductionControllerEffect(MonstrosityAbility.class, "Monstrosity"))); // Each creature you control with a +1/+1 counter on it has trample. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.WhileOnBattlefield, filter))); }
public WeequayBeastmaster(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{R}"); this.subtype.add(SubType.WEEQUAY); this.subtype.add(SubType.SHAMAN); this.power = new MageInt(2); this.toughness = new MageInt(1); // Monstrosity abilities you activate cost {1} less to activate. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new AbilitiesCostReductionControllerEffect(MonstrosityAbility.class, "Monstrosity"))); // Whenever a creature you control becomes monstrous, put an additional +1/+1 counter on that creature. this.addAbility(new BecomesMonstrousTriggeredAbility(new AddCountersTargetEffect(CounterType.P1P1.createInstance()))); }
public AuriokSteelshaper(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{W}"); this.subtype.add(SubType.HUMAN); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(1); this.toughness = new MageInt(1); // Equip costs you pay cost {1} less. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new AbilitiesCostReductionControllerEffect(EquipAbility.class, "Equip"))); // As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinuousEffect( new BoostControlledEffect(1, 1, Duration.WhileOnBattlefield, soldiersOrKnights, false), EquippedSourceCondition.instance, "As long as {this} is equipped, each creature you control that's a Soldier or a Knight gets +1/+1" ))); }