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* Besmirch - fixed missing goad effect;

This commit is contained in:
Oleg Agafonov 2019-07-05 14:16:57 +04:00
parent cdf7f6df6c
commit 39757033c5

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@ -48,7 +48,7 @@ public final class Besmirch extends CardImpl {
class BesmirchEffect extends OneShotEffect { class BesmirchEffect extends OneShotEffect {
public BesmirchEffect() { public BesmirchEffect() {
super(Outcome.Benefit); super(Outcome.GainControl);
staticText = "Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature"; staticText = "Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature";
} }
@ -65,18 +65,27 @@ class BesmirchEffect extends OneShotEffect {
public boolean apply(Game game, Ability source) { public boolean apply(Game game, Ability source) {
if (game.getPermanent(source.getFirstTarget()) != null) { if (game.getPermanent(source.getFirstTarget()) != null) {
TargetPointer target = new FixedTarget(source.getFirstTarget()); TargetPointer target = new FixedTarget(source.getFirstTarget());
// gain control
ContinuousEffect effect = new GainControlTargetEffect(Duration.EndOfTurn); ContinuousEffect effect = new GainControlTargetEffect(Duration.EndOfTurn);
effect.setTargetPointer(target); effect.setTargetPointer(target);
game.addEffect(effect, source); game.addEffect(effect, source);
// haste
effect = new GainAbilityTargetEffect(HasteAbility.getInstance(), Duration.EndOfTurn); effect = new GainAbilityTargetEffect(HasteAbility.getInstance(), Duration.EndOfTurn);
effect.setTargetPointer(target); effect.setTargetPointer(target);
game.addEffect(effect, source); game.addEffect(effect, source);
Effect effect2 = new UntapTargetEffect();
// goad
Effect effect2 = new GoadTargetEffect();
effect2.setTargetPointer(target); effect2.setTargetPointer(target);
effect2.apply(game, source); effect2.apply(game, source);
effect2 = new GoadTargetEffect();
// untap
effect2 = new UntapTargetEffect();
effect2.setTargetPointer(target); effect2.setTargetPointer(target);
effect.apply(game, source); effect2.apply(game, source);
return true; return true;
} }
return false; return false;