public DauthiMarauder(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.MINION); this.power = new MageInt(3); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); }
public ThalakosSentry(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{U}"); this.subtype.add(SubType.THALAKOS); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(1); this.toughness = new MageInt(2); // Shadow this.addAbility(ShadowAbility.getInstance()); }
public SoltariFootSoldier(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(1); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); }
public DauthiSlayer(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{B}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(2); this.toughness = new MageInt(2); // Shadow this.addAbility(ShadowAbility.getInstance()); // Dauthi Slayer attacks each turn if able. this.addAbility(new AttacksEachCombatStaticAbility()); }
public SoltariMonk(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{W}{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.MONK); this.subtype.add(SubType.CLERIC); this.power = new MageInt(2); this.toughness = new MageInt(1); // Protection from black this.addAbility(ProtectionAbility.from(ObjectColor.BLACK)); // Shadow this.addAbility(ShadowAbility.getInstance()); }
public DauthiEmbrace(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.ENCHANTMENT},"{2}{B}"); // {B}{B}: Target creature gains shadow until end of turn. Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new GainAbilityTargetEffect(ShadowAbility.getInstance(), Duration.EndOfTurn), new ManaCostsImpl("{B}{B}")); ability.addTarget(new TargetCreaturePermanent()); this.addAbility(ability); }
public RealityAnchor(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.INSTANT},"{1}{G}"); // Target creature loses shadow until end of turn. this.getSpellAbility().addEffect(new LoseAbilityTargetEffect(ShadowAbility.getInstance(), Duration.EndOfTurn)); this.getSpellAbility().addTarget(new TargetCreaturePermanent()); // Draw a card. this.getSpellAbility().addEffect(new DrawCardSourceControllerEffect(1)); }
public SoltariTrooper(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(1); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // Whenever Soltari Trooper attacks, it gets +1/+1 until end of turn. this.addAbility(new AttacksTriggeredAbility(new BoostSourceEffect(1,1,Duration.EndOfTurn), false)); }
public SoltariChampion(UUID ownerId, CardSetInfo setInfo) { super(ownerId, setInfo, new CardType[]{CardType.CREATURE}, "{2}{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(2); this.toughness = new MageInt(2); // Shadow this.addAbility(ShadowAbility.getInstance()); // Whenever Soltari Champion attacks, other creatures you control get +1/+1 until end of turn. this.addAbility(new AttacksTriggeredAbility(new BoostControlledEffect(1, 1, Duration.EndOfTurn, StaticFilters.FILTER_PERMANENT_CREATURES, true), false)); }
public InfiltratorIlKor(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{4}{U}"); this.subtype.add(SubType.KOR); this.subtype.add(SubType.ROGUE); this.power = new MageInt(3); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // Suspend 2-{1}{U} this.addAbility(new SuspendAbility(2, new ManaCostsImpl("{1}{U}"), this)); }
public ShadowRift(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.INSTANT},"{U}"); // Target creature gains shadow until end of turn. this.getSpellAbility().addEffect(new GainAbilityTargetEffect(ShadowAbility.getInstance(), Duration.EndOfTurn)); this.getSpellAbility().addTarget(new TargetCreaturePermanent()); // Draw a card. this.getSpellAbility().addEffect(new DrawCardSourceControllerEffect(1)); }
public TrespasserIlVec(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{B}"); this.subtype.add(SubType.HUMAN); this.subtype.add(SubType.ROGUE); this.power = new MageInt(3); this.toughness = new MageInt(1); // Discard a card: Trespasser il-Vec gains shadow until end of turn. this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new GainAbilitySourceEffect(ShadowAbility.getInstance(), Duration.EndOfTurn), new DiscardCardCost())); }
public DauthiWarlord(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.SOLDIER); this.power = new MageInt(0); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // Dauthi Warlord's power is equal to the number of creatures with shadow on the battlefield. Effect effect = new SetPowerSourceEffect(new PermanentsOnBattlefieldCount(filter), Duration.EndOfGame); this.addAbility(new SimpleStaticAbility(Zone.ALL, effect)); }
public DauthiGhoul(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{1}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.ZOMBIE); this.power = new MageInt(1); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // Whenever a creature with shadow dies, put a +1/+1 counter on Dauthi Ghoul. this.addAbility(new DiesCreatureTriggeredAbility(new AddCountersSourceEffect(CounterType.P1P1.createInstance()), false, filter)); }
public ThalakosMistfolk(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{U}"); this.subtype.add(SubType.THALAKOS); this.subtype.add(SubType.ILLUSION); this.power = new MageInt(2); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // {U}: Put Thalakos Mistfolk on top of its owner's library. this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new PutOnLibrarySourceEffect(true), new ManaCostsImpl("{U}"))); }
public SoltariCrusader(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.KNIGHT); this.power = new MageInt(2); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // {1}{W}: Soltari Crusader gets +1/+0 until end of turn. this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new BoostSourceEffect(1, 0, Duration.EndOfTurn), new ManaCostsImpl("{1}{W}"))); }
public CutthroatIlDal(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{3}{B}"); this.subtype.add(SubType.HUMAN); this.subtype.add(SubType.ROGUE); this.power = new MageInt(4); this.toughness = new MageInt(1); // Hellbent - Cutthroat il-Dal has shadow as long as you have no cards in hand. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinuousEffect( new GainAbilitySourceEffect(ShadowAbility.getInstance(), Duration.WhileOnBattlefield), HellbentCondition.instance, "<i>Hellbent</i> — {this} has shadow as long as you have no cards in hand"))); }
public DauthiMercenary(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.KNIGHT); this.subtype.add(SubType.MERCENARY); this.power = new MageInt(2); this.toughness = new MageInt(1); // Shadow this.addAbility(ShadowAbility.getInstance()); // {1}{B}: Dauthi Mercenary gets +1/+0 until end of turn. this.addAbility(new SimpleActivatedAbility(Zone.BATTLEFIELD, new BoostSourceEffect(1, 0, Duration.EndOfTurn), new ManaCostsImpl("{1}{B}"))); }
public DauthiTrapper(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{B}"); this.subtype.add(SubType.DAUTHI); this.subtype.add(SubType.MINION); this.power = new MageInt(1); this.toughness = new MageInt(1); // {tap}: Target creature gains shadow until end of turn. Ability ability = new SimpleActivatedAbility(Zone.BATTLEFIELD, new GainAbilityTargetEffect(ShadowAbility.getInstance(), Duration.EndOfTurn), new TapSourceCost()); ability.addTarget(new TargetCreaturePermanent()); this.addAbility(ability); }
public SoltariLancer(UUID ownerId, CardSetInfo setInfo) { super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{2}{W}"); this.subtype.add(SubType.SOLTARI); this.subtype.add(SubType.KNIGHT); this.power = new MageInt(2); this.toughness = new MageInt(2); // Shadow this.addAbility(ShadowAbility.getInstance()); // Soltari Lancer has first strike as long as it's attacking. this.addAbility(new SimpleStaticAbility(Zone.BATTLEFIELD, new ConditionalContinuousEffect(new GainAbilitySourceEffect(FirstStrikeAbility.getInstance()), SourceAttackingCondition.instance, "{this} has first strike as long as it's attacking"))); }