public EnergyFluxAbility0(GameState state) { super( state, "All artifacts have \"At the beginning of your upkeep, sacrifice this artifact unless you pay (2).\""); this.addEffectPart( addAbilityToObject(ArtifactPermanents.instance(), ThisArtifactKindOfSucksNow.class)); }
public DarksteelCDA(GameState state) { super( state, "Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.", Characteristics.Characteristic.POWER, Characteristics.Characteristic.TOUGHNESS); SetGenerator count = Count.instance( Intersect.instance( ArtifactPermanents.instance(), ControlledBy.instance(You.instance()))); this.addEffectPart(setPowerAndToughness(This.instance(), count, count)); }
public FracturingGust(GameState state) { super(state); // Destroy all artifacts and enchantments. EventFactory destroy = destroy( Union.instance(ArtifactPermanents.instance(), EnchantmentPermanents.instance()), "Destroy artifacts and enchantments."); this.addEffect(destroy); // You gain 2 life for each permanent destroyed this way. SetGenerator X = Count.instance(NewObjectOf.instance(EffectResult.instance(destroy))); this.addEffect( gainLife( You.instance(), Multiply.instance(numberGenerator(2), X), "You gain 2 life for each permanent destroyed this way.")); }
public TezzeretAgentofBolasAbility1(GameState state) { super( state, -1, "Target artifact becomes an artifact creature with base power and toughness 5/5."); SetGenerator target = targetedBy(this.addTarget(ArtifactPermanents.instance(), "target artifact")); Animator animate = new Animator(target, 5, 5); animate.addType(Type.ARTIFACT); animate.removeOldTypes(); this.addEffect( createFloatingEffect( Empty.instance(), "Target artifact becomes an artifact creature with base power and toughness 5/5.", animate.getParts())); }
public TezzeretAgentofBolasAbility2(GameState state) { super( state, -4, "Target player loses X life and you gain X life, where X is twice the number of artifacts you control."); SetGenerator target = targetedBy(this.addTarget(Players.instance(), "target player")); SetGenerator X = Multiply.instance( numberGenerator(2), Count.instance( Intersect.instance( ArtifactPermanents.instance(), ControlledBy.instance(You.instance())))); EventFactory loseLife = loseLife(target, X, "Target player loses X life"); EventFactory gainLife = gainLife( You.instance(), X, "and you gain X life, where X is twice the number of artifacts you control."); this.addEffect(simultaneous(loseLife, gainLife)); }