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* Aquitect's Will - Fixed that the conditional effect did not take tribal enchantments into account.
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1 changed files with 14 additions and 7 deletions
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@ -41,7 +41,8 @@ import mage.constants.Layer;
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import mage.constants.Rarity;
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import mage.constants.Rarity;
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import mage.constants.SubLayer;
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import mage.constants.SubLayer;
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import mage.counters.CounterType;
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import mage.counters.CounterType;
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import mage.filter.common.FilterControlledCreaturePermanent;
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import mage.filter.common.FilterControlledPermanent;
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import mage.filter.predicate.mageobject.SubtypePredicate;
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import mage.game.Game;
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import mage.game.Game;
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import mage.game.permanent.Permanent;
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import mage.game.permanent.Permanent;
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import mage.target.common.TargetLandPermanent;
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import mage.target.common.TargetLandPermanent;
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@ -52,22 +53,28 @@ import mage.target.common.TargetLandPermanent;
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*/
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*/
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public class AquitectsWill extends CardImpl {
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public class AquitectsWill extends CardImpl {
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private final static FilterControlledPermanent filter = new FilterControlledPermanent("Merfolk");
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static {
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filter.add(new SubtypePredicate("Merfolk"));
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}
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public AquitectsWill(UUID ownerId) {
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public AquitectsWill(UUID ownerId) {
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super(ownerId, 52, "Aquitect's Will", Rarity.COMMON, new CardType[]{CardType.TRIBAL, CardType.SORCERY}, "{U}");
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super(ownerId, 52, "Aquitect's Will", Rarity.COMMON, new CardType[]{CardType.TRIBAL, CardType.SORCERY}, "{U}");
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this.expansionSetCode = "LRW";
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this.expansionSetCode = "LRW";
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this.subtype.add("Merfolk");
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this.subtype.add("Merfolk");
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// Put a flood counter on target land.
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// Put a flood counter on target land.
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this.getSpellAbility().addEffect(new AddCountersTargetEffect(CounterType.FLOOD.createInstance()));
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this.getSpellAbility().addEffect(new AddCountersTargetEffect(CounterType.FLOOD.createInstance()));
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this.getSpellAbility().addTarget(new TargetLandPermanent());
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this.getSpellAbility().addTarget(new TargetLandPermanent());
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// That land is an Island in addition to its other types for as long as it has a flood counter on it.
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// That land is an Island in addition to its other types for as long as it has a flood counter on it.
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this.getSpellAbility().addEffect(new AquitectsWillEffect(Duration.Custom, false, false, "Island"));
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this.getSpellAbility().addEffect(new AquitectsWillEffect(Duration.Custom, false, false, "Island"));
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// If you control a Merfolk, draw a card.
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// If you control a Merfolk, draw a card.
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this.getSpellAbility().addEffect(new ConditionalOneShotEffect(
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this.getSpellAbility().addEffect(new ConditionalOneShotEffect(
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new DrawCardSourceControllerEffect(1),
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new DrawCardSourceControllerEffect(1),
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new PermanentsOnTheBattlefieldCondition(new FilterControlledCreaturePermanent("Merfolk", "Merfolk")),
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new PermanentsOnTheBattlefieldCondition(filter),
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"If you control a Merfolk, draw a card"));
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"If you control a Merfolk, draw a card"));
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}
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}
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@ -101,7 +108,7 @@ class AquitectsWillEffect extends BecomesBasicLandTargetEffect {
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} else if (land.getCounters().getCount(CounterType.FLOOD) > 0) {
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} else if (land.getCounters().getCount(CounterType.FLOOD) > 0) {
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// only if Flood counter is on the object it becomes an Island.(it would be possible to remove and return the counters with e.g. Fate Transfer if the land becomes a creature too)
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// only if Flood counter is on the object it becomes an Island.(it would be possible to remove and return the counters with e.g. Fate Transfer if the land becomes a creature too)
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super.apply(layer, sublayer, source, game);
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super.apply(layer, sublayer, source, game);
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}
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}
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return true;
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return true;
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}
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}
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