public ScreechingSilcawAbility1(GameState state) { super( state, "Whenever Screeching Silcaw deals combat damage to a player, if you control three or more artifacts, that player puts the top four cards of his or her library into his or her graveyard."); this.addPattern(whenDealsCombatDamageToAPlayer(ABILITY_SOURCE_OF_THIS)); this.interveningIf = Metalcraft.instance(); this.addEffect( millCards( TakerOfDamage.instance(TriggerDamage.instance(This.instance())), 4, "That player puts the top four cards of his or her library into his or her graveyard.")); }
public Blind(GameState state) { super( state, "Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase."); this.addPattern(whenDealsCombatDamageToAPlayer(ABILITY_SOURCE_OF_THIS)); SetGenerator thatPlayer = TakerOfDamage.instance(TriggerDamage.instance(This.instance())); SetGenerator combat = CombatPhaseOf.instance(thatPlayer); SimpleEventPattern nextCombatPhase = new SimpleEventPattern(EventType.BEGIN_PHASE); nextCombatPhase.put(EventType.Parameter.PHASE, combat); EventReplacementEffect skip = new EventReplacementEffect( state.game, "That player skips his or her next combat phase", nextCombatPhase); // skip.addEffect(nothing) this.addEffect( createFloatingReplacement(skip, "That player skips his or her next combat phase.")); }