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* Added test and some minor changes.
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6 changed files with 58 additions and 2 deletions
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@ -110,7 +110,9 @@ class PhantasmalImageCopyEffect extends OneShotEffect {
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if (!permanent.getSubtype().contains("Illusion")) {
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permanent.getSubtype().add("Illusion");
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}
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permanent.addAbility(new BecomesTargetTriggeredAbility(new SacrificeSourceEffect()), game);
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// Add directly because the created permanent is only used to copy from, so there is no need to add the ability to e.g. TriggeredAbilities
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permanent.getAbilities().add(new BecomesTargetTriggeredAbility(new SacrificeSourceEffect()));
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//permanent.addAbility(new BecomesTargetTriggeredAbility(new SacrificeSourceEffect()), game);
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return true;
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}
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});
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@ -54,9 +54,11 @@ public class WurmcoilEngine extends CardImpl {
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this.power = new MageInt(6);
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this.toughness = new MageInt(6);
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// Deathtouch, lifelink
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this.addAbility(DeathtouchAbility.getInstance());
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this.addAbility(LifelinkAbility.getInstance());
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// When Wurmcoil Engine dies, put a 3/3 colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm artifact creature token with lifelink onto the battlefield.
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Ability ability = new DiesTriggeredAbility(new CreateTokenEffect(new Wurm1Token(expansionSetCode)), false);
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ability.addEffect(new CreateTokenEffect(new Wurm2Token(expansionSetCode)));
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this.addAbility(ability);
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@ -53,6 +53,7 @@ public class Clone extends CardImpl {
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this.power = new MageInt(0);
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this.toughness = new MageInt(0);
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// You may have Clone enter the battlefield as a copy of any creature on the battlefield.
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Ability ability = new SimpleStaticAbility(Zone.BATTLEFIELD, new EntersBattlefieldEffect(
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new CopyPermanentEffect(),
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"You may have {this} enter the battlefield as a copy of any creature on the battlefield",
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@ -61,7 +61,11 @@ public class Nightmare extends CardImpl {
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this.power = new MageInt(0);
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this.toughness = new MageInt(0);
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// Flying
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this.addAbility(FlyingAbility.getInstance());
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// Nightmare's power and toughness are each equal to the number of Swamps you control.
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this.addAbility(new SimpleStaticAbility(Zone.ALL, new SetPowerToughnessSourceEffect(new PermanentsOnBattlefieldCount(filter), Duration.EndOfGame)));
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}
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