* Overwhelming Stampede - Fixed that given Trample ability did not only last until end of turn.

This commit is contained in:
LevelX2 2017-02-03 21:58:10 +01:00
parent 067b72dcce
commit 6beb23dbb3

View file

@ -1,16 +1,16 @@
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@ -20,12 +20,11 @@
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package mage.cards.o;
import java.util.UUID;
@ -51,8 +50,8 @@ import mage.game.permanent.Permanent;
public class OverwhelmingStampede extends CardImpl {
public OverwhelmingStampede(UUID ownerId, CardSetInfo setInfo) {
super(ownerId,setInfo,new CardType[]{CardType.SORCERY},"{3}{G}{G}");
super(ownerId, setInfo, new CardType[]{CardType.SORCERY}, "{3}{G}{G}");
// Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
this.getSpellAbility().addEffect(new OverwhelmingStampedeInitEffect());
}
@ -68,30 +67,30 @@ public class OverwhelmingStampede extends CardImpl {
}
class OverwhelmingStampedeInitEffect extends OneShotEffect {
public OverwhelmingStampedeInitEffect() {
super(Outcome.BoostCreature);
this.staticText = "Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control";
}
public OverwhelmingStampedeInitEffect(final OverwhelmingStampedeInitEffect effect) {
super(effect);
}
@Override
public OverwhelmingStampedeInitEffect copy() {
return new OverwhelmingStampedeInitEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
int maxPower = 0;
for (Permanent perm: game.getBattlefield().getAllActivePermanents(new FilterCreaturePermanent(), source.getControllerId(), game)) {
for (Permanent perm : game.getBattlefield().getAllActivePermanents(new FilterCreaturePermanent(), source.getControllerId(), game)) {
if (perm.getPower().getValue() > maxPower) {
maxPower = perm.getPower().getValue();
}
}
ContinuousEffect effect = new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.EndOfStep, new FilterCreaturePermanent());
ContinuousEffect effect = new GainAbilityControlledEffect(TrampleAbility.getInstance(), Duration.EndOfTurn, new FilterCreaturePermanent());
game.addEffect(effect, source);
if (maxPower != 0) {
effect = new BoostControlledEffect(maxPower, maxPower, Duration.EndOfTurn);