[ECL] Implement Prismatic Undercurrents

This commit is contained in:
theelk801 2026-01-09 21:19:37 -05:00
parent 08967f688d
commit 4cf9568953
2 changed files with 89 additions and 0 deletions

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@ -0,0 +1,88 @@
package mage.cards.p;
import mage.abilities.Ability;
import mage.abilities.common.EntersBattlefieldTriggeredAbility;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.dynamicvalue.common.ColorsAmongControlledPermanentsCount;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.continuous.PlayAdditionalLandsControllerEffect;
import mage.cards.CardImpl;
import mage.cards.CardSetInfo;
import mage.cards.Cards;
import mage.cards.CardsImpl;
import mage.constants.*;
import mage.filter.StaticFilters;
import mage.game.Game;
import mage.players.Player;
import mage.target.common.TargetCardInLibrary;
import java.util.UUID;
/**
* @author TheElk801
*/
public final class PrismaticUndercurrents extends CardImpl {
public PrismaticUndercurrents(UUID ownerId, CardSetInfo setInfo) {
super(ownerId, setInfo, new CardType[]{CardType.ENCHANTMENT}, "{3}{G}");
// Vivid -- When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.
this.addAbility(new EntersBattlefieldTriggeredAbility(new PrismaticUndercurrentsEffect())
.setAbilityWord(AbilityWord.VIVID)
.addHint(ColorsAmongControlledPermanentsCount.ALL_PERMANENTS.getHint()));
// You may play an additional land on each of your turns.
this.addAbility(new SimpleStaticAbility(
new PlayAdditionalLandsControllerEffect(1, Duration.WhileOnBattlefield)
));
}
private PrismaticUndercurrents(final PrismaticUndercurrents card) {
super(card);
}
@Override
public PrismaticUndercurrents copy() {
return new PrismaticUndercurrents(this);
}
}
class PrismaticUndercurrentsEffect extends OneShotEffect {
PrismaticUndercurrentsEffect() {
super(Outcome.Benefit);
staticText = "search your library for up to X basic land cards, where X is the number of colors " +
"among permanents you control. Reveal those cards, put them into your hand, then shuffle";
}
private PrismaticUndercurrentsEffect(final PrismaticUndercurrentsEffect effect) {
super(effect);
}
@Override
public PrismaticUndercurrentsEffect copy() {
return new PrismaticUndercurrentsEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Player player = game.getPlayer(source.getControllerId());
if (player == null) {
return false;
}
TargetCardInLibrary target = new TargetCardInLibrary(
0,
ColorsAmongControlledPermanentsCount
.ALL_PERMANENTS
.calculate(game, source, this),
StaticFilters.FILTER_CARD_BASIC_LANDS
);
player.searchLibrary(target, source, game);
Cards cards = new CardsImpl(target.getTargets());
cards.retainZone(Zone.LIBRARY, game);
player.revealCards(source, cards, game);
player.moveCards(cards, Zone.HAND, source, game);
player.shuffleLibrary(source, game);
return true;
}
}

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@ -231,6 +231,7 @@ public final class LorwynEclipsed extends ExpansionSet {
cards.add(new SetCardInfo("Plains", 274, Rarity.LAND, mage.cards.basiclands.Plains.class, FULL_ART_BFZ_VARIOUS));
cards.add(new SetCardInfo("Plains", 279, Rarity.LAND, mage.cards.basiclands.Plains.class, FULL_ART_BFZ_VARIOUS));
cards.add(new SetCardInfo("Prideful Feastling", 238, Rarity.COMMON, mage.cards.p.PridefulFeastling.class));
cards.add(new SetCardInfo("Prismatic Undercurrents", 189, Rarity.UNCOMMON, mage.cards.p.PrismaticUndercurrents.class));
cards.add(new SetCardInfo("Protective Response", 29, Rarity.UNCOMMON, mage.cards.p.ProtectiveResponse.class));
cards.add(new SetCardInfo("Puca's Eye", 259, Rarity.UNCOMMON, mage.cards.p.PucasEye.class));
cards.add(new SetCardInfo("Reckless Ransacking", 152, Rarity.COMMON, mage.cards.r.RecklessRansacking.class));