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package mage.cards.s;
import mage.MageInt;
import mage.abilities.common.DamageAsThoughNotBlockedAbility;
import mage.abilities.common.SimpleStaticAbility;
import mage.abilities.condition.common.SourceAttackingCondition;
import mage.abilities.decorator.ConditionalContinuousEffect;
import mage.abilities.effects.common.continuous.GainAbilityControlledEffect;
import mage.abilities.keyword.HexproofAbility;
import mage.cards.CardImpl;
import mage.cards.CardSetInfo;
import mage.constants.CardType;
import mage.constants.Duration;
import mage.constants.Zone;
import java.util.UUID;
/**
*
* @author LevelX2
*/
public class SiegeBehemoth extends CardImpl {
public SiegeBehemoth(UUID ownerId, CardSetInfo setInfo) {
super(ownerId,setInfo,new CardType[]{CardType.CREATURE},"{5}{G}{G}");
this.subtype.add("Beast");
this.power = new MageInt(7);
this.toughness = new MageInt(4);
// Hexproof
this.addAbility(HexproofAbility.getInstance());
// As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.
// TODO: DamageAsThoughNotBlockedAbility should be done by rule modifying effect instead of adding ability (if controlled creature looses all abilities it should'nt loose this effect)
this.addAbility(new SimpleStaticAbility(
Zone.BATTLEFIELD,
new ConditionalContinuousEffect(
new GainAbilityControlledEffect(DamageAsThoughNotBlockedAbility.getInstance(), Duration.WhileOnBattlefield),
SourceAttackingCondition.instance,
"As long as {this} is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked"
)));
}
public SiegeBehemoth(final SiegeBehemoth card) {
super(card);
}
@Override
public SiegeBehemoth copy() {
return new SiegeBehemoth(this);
}
}