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- Fixed Vision Charm second ability. Rule 611.2c.
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1 changed files with 47 additions and 33 deletions
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@ -27,7 +27,9 @@
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*/
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package mage.cards.v;
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import java.util.Iterator;
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import java.util.UUID;
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import mage.MageObjectReference;
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import mage.abilities.Ability;
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import mage.abilities.Mode;
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import mage.abilities.effects.ContinuousEffectImpl;
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@ -64,8 +66,7 @@ import mage.target.common.TargetArtifactPermanent;
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public class VisionCharm extends CardImpl {
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public VisionCharm(UUID ownerId, CardSetInfo setInfo) {
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super(ownerId,setInfo,new CardType[]{CardType.INSTANT},"{U}");
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super(ownerId, setInfo, new CardType[]{CardType.INSTANT}, "{U}");
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// Choose one - Target player puts the top four cards of his or her library into his or her graveyard;
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this.getSpellAbility().addEffect(new PutLibraryIntoGraveTargetEffect(4));
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@ -94,10 +95,11 @@ public class VisionCharm extends CardImpl {
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}
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class VisionCharmEffect extends ContinuousEffectImpl {
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private String targetLandType;
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private String targetBasicLandType;
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public VisionCharmEffect() {
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public VisionCharmEffect() {
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super(Duration.EndOfTurn, Outcome.Neutral);
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staticText = "Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn.";
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}
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@ -113,49 +115,61 @@ class VisionCharmEffect extends ContinuousEffectImpl {
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@Override
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public void init(Ability source, Game game) {
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super.init(source, game);
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Player controller = game.getPlayer(source.getControllerId());
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if(controller != null) {
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if (controller != null) {
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Choice choice = new ChoiceLandType();
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controller.choose(outcome, choice, game);
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targetLandType = choice.getChoice();
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choice = new ChoiceBasicLandType();
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controller.choose(outcome, choice, game);
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targetBasicLandType = choice.getChoice();
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}
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else {
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} else {
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this.discard();
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}
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FilterPermanent filter = new FilterLandPermanent();
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filter.add(new SubtypePredicate(targetLandType));
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if (this.affectedObjectsSet) {
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for (Permanent permanent : game.getBattlefield().getAllActivePermanents(filter, game)) {
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affectedObjectList.add(new MageObjectReference(permanent, game));
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}
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}
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}
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@Override
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public boolean apply(Layer layer, SubLayer sublayer, Ability source, Game game) {
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FilterPermanent filter = new FilterLandPermanent();
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filter.add(new SubtypePredicate(targetLandType));
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for (Permanent land : game.getBattlefield().getActivePermanents(filter, source.getControllerId(), game)) {
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//Remove all existing subtypes and replace them with the selected Basic Land Type
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land.getSubtype(game).removeAll(land.getSubtype(game));
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land.getSubtype(game).add(targetBasicLandType);
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/* Remove the existing abilities and replace them with the ability
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of the chosen basic land */
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land.removeAllAbilities(source.getId(), game);
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switch(targetBasicLandType) {
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case "Swamp":
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land.addAbility(new BlackManaAbility(), source.getSourceId(), game);
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break;
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case "Mountain":
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land.addAbility(new RedManaAbility(), source.getSourceId(), game);
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break;
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case "Forest":
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land.addAbility(new GreenManaAbility(), source.getSourceId(), game);
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break;
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case "Island":
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land.addAbility(new BlueManaAbility(), source.getSourceId(), game);
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break;
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case "Plains":
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land.addAbility(new WhiteManaAbility(), source.getSourceId(), game);
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break;
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for (Iterator<MageObjectReference> it = affectedObjectList.iterator(); it.hasNext();) {
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Permanent land = it.next().getPermanent(game);
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if (land != null) {
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switch (layer) {
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case TypeChangingEffects_4:
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land.getSubtype(game).clear();
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land.getSubtype(game).add(targetBasicLandType);
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break;
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case AbilityAddingRemovingEffects_6:
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if (sublayer == SubLayer.NA) {
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land.getAbilities().clear();
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switch (targetBasicLandType) {
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case "Swamp":
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land.addAbility(new BlackManaAbility(), source.getSourceId(), game);
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break;
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case "Mountain":
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land.addAbility(new RedManaAbility(), source.getSourceId(), game);
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break;
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case "Forest":
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land.addAbility(new GreenManaAbility(), source.getSourceId(), game);
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break;
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case "Island":
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land.addAbility(new BlueManaAbility(), source.getSourceId(), game);
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break;
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case "Plains":
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land.addAbility(new WhiteManaAbility(), source.getSourceId(), game);
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break;
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}
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}
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}
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} else {
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it.remove();
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}
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}
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return true;
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