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Added Gilt-Leaf Ambush and Woodland Guidance
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110
Mage.Sets/src/mage/sets/lorwyn/GiltLeafAmbush.java
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110
Mage.Sets/src/mage/sets/lorwyn/GiltLeafAmbush.java
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.sets.lorwyn;
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import java.util.UUID;
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import mage.cards.CardImpl;
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import mage.constants.CardType;
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import mage.constants.Rarity;
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import mage.abilities.Ability;
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import mage.abilities.effects.ContinuousEffect;
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import mage.abilities.effects.OneShotEffect;
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import mage.abilities.effects.common.ClashEffect;
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import mage.abilities.effects.common.CreateTokenEffect;
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import mage.abilities.effects.common.continuous.GainAbilityTargetEffect;
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import mage.abilities.keyword.DeathtouchAbility;
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import mage.constants.Duration;
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import mage.constants.Outcome;
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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.token.ElfToken;
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import mage.players.Player;
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import mage.target.targetpointer.FixedTarget;
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/**
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*
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* @author Styxo
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*/
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public class GiltLeafAmbush extends CardImpl {
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public GiltLeafAmbush(UUID ownerId) {
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super(ownerId, 214, "Gilt-Leaf Ambush", Rarity.COMMON, new CardType[]{CardType.TRIBAL, CardType.INSTANT}, "{2}{G}");
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this.expansionSetCode = "LRW";
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this.subtype.add("Elf");
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// Put two 1/1 green Elf Warrior creature tokens into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn
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this.getSpellAbility().addEffect(new GiltLeafAmbushCreateTokenEffect());
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}
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public GiltLeafAmbush(final GiltLeafAmbush card) {
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super(card);
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}
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@Override
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public GiltLeafAmbush copy() {
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return new GiltLeafAmbush(this);
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}
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}
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class GiltLeafAmbushCreateTokenEffect extends OneShotEffect {
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public GiltLeafAmbushCreateTokenEffect() {
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super(Outcome.PutCreatureInPlay);
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this.staticText = "Put two 1/1 green Elf Warrior creature tokens into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn";
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}
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public GiltLeafAmbushCreateTokenEffect(final GiltLeafAmbushCreateTokenEffect effect) {
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super(effect);
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}
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@Override
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public GiltLeafAmbushCreateTokenEffect copy() {
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return new GiltLeafAmbushCreateTokenEffect(this);
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}
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@Override
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public boolean apply(Game game, Ability source) {
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Player controller = game.getPlayer(source.getControllerId());
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if (controller != null) {
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CreateTokenEffect effect = new CreateTokenEffect(new ElfToken(), 2);
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effect.apply(game, source);
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if (ClashEffect.getInstance().apply(game, source)) {
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for (UUID tokenId : effect.getLastAddedTokenIds()) {
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Permanent token = game.getPermanent(tokenId);
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if (token != null) {
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ContinuousEffect continuousEffect = new GainAbilityTargetEffect(DeathtouchAbility.getInstance(), Duration.EndOfTurn);
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continuousEffect.setTargetPointer(new FixedTarget(tokenId));
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game.addEffect(continuousEffect, source);
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}
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}
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}
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return true;
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}
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return false;
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}
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}
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106
Mage.Sets/src/mage/sets/lorwyn/WoodlandGuidance.java
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106
Mage.Sets/src/mage/sets/lorwyn/WoodlandGuidance.java
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.sets.lorwyn;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.abilities.effects.Effect;
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import mage.abilities.effects.OneShotEffect;
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import mage.abilities.effects.common.ClashEffect;
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import mage.abilities.effects.common.ExileSpellEffect;
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import mage.cards.CardImpl;
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import mage.constants.CardType;
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import mage.constants.Rarity;
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import mage.abilities.effects.common.ReturnFromGraveyardToHandTargetEffect;
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import mage.abilities.effects.common.UntapAllLandsControllerEffect;
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import mage.constants.Outcome;
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import mage.filter.common.FilterLandPermanent;
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import mage.game.Game;
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import mage.players.Player;
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import mage.target.common.TargetCardInYourGraveyard;
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/**
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*
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* @author Styxo
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*/
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public class WoodlandGuidance extends CardImpl {
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public WoodlandGuidance(UUID ownerId) {
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super(ownerId, 243, "Woodland Guidance", Rarity.UNCOMMON, new CardType[]{CardType.SORCERY}, "{3}{G}");
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this.expansionSetCode = "LRW";
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// Return target card from your graveyard to your hand
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this.getSpellAbility().addEffect(new ReturnFromGraveyardToHandTargetEffect());
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this.getSpellAbility().addTarget(new TargetCardInYourGraveyard());
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// Clash with an opponent. If you win, untap all Forest you control
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this.getSpellAbility().addEffect(new WoodlandGuidanceEffect());
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// Remove WoodlandGuidance from the game
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this.getSpellAbility().addEffect(ExileSpellEffect.getInstance());
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}
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public WoodlandGuidance(final WoodlandGuidance card) {
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super(card);
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}
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@Override
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public WoodlandGuidance copy() {
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return new WoodlandGuidance(this);
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}
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}
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class WoodlandGuidanceEffect extends OneShotEffect {
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public WoodlandGuidanceEffect() {
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super(Outcome.ReturnToHand);
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this.staticText = "Clash with an opponent. If you win, untap all Forest you control";
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}
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public WoodlandGuidanceEffect(final WoodlandGuidanceEffect effect) {
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super(effect);
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}
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@Override
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public WoodlandGuidanceEffect copy() {
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return new WoodlandGuidanceEffect(this);
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}
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@Override
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public boolean apply(Game game, Ability source) {
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Player controller = game.getPlayer(source.getControllerId());
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if (controller != null) {
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if (ClashEffect.getInstance().apply(game, source)) {
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Effect effect = new UntapAllLandsControllerEffect(new FilterLandPermanent("Forest", "Forests"));
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effect.apply(game, source);
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}
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return true;
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}
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return false;
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}
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}
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