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package mage.cards.r;
import java.util.UUID;
import mage.abilities.Ability;
import mage.abilities.condition.common.CardsInControllerGraveCondition;
import mage.abilities.decorator.ConditionalOneShotEffect;
import mage.abilities.effects.Effect;
import mage.abilities.effects.OneShotEffect;
import mage.abilities.effects.common.DamageEverythingEffect;
import mage.abilities.effects.common.DestroyTargetEffect;
import mage.cards.CardImpl;
import mage.cards.CardSetInfo;
import mage.constants.CardType;
import mage.constants.Outcome;
import mage.game.Game;
import mage.target.common.TargetLandPermanent;
/**
*
* @author anonymous
*/
public class RancidEarth extends CardImpl {
public RancidEarth(UUID ownerId, CardSetInfo setInfo) {
super(ownerId,setInfo,new CardType[]{CardType.SORCERY},"{1}{B}{B}");
// Destroy target land.
// Threshold - If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player.
this.getSpellAbility().addEffect(new ConditionalOneShotEffect(
new RancidEarthEffect(),
new DestroyTargetEffect(),
new CardsInControllerGraveCondition(7),
"Destroy target land.<br/><br/><i>Threshold</i> - If seven or more cards are in your graveyard, instead destroy that land and Rancid Earth deals 1 damage to each creature and each player."));
this.getSpellAbility().addTarget(new TargetLandPermanent());
}
public RancidEarth(final RancidEarth card) {
super(card);
}
@Override
public RancidEarth copy() {
return new RancidEarth(this);
}
}
class RancidEarthEffect extends OneShotEffect {
public RancidEarthEffect() {
super(Outcome.DestroyPermanent);
this.staticText = "destroy that land and Rancid Earth deals 1 damage to each creature and each player";
}
public RancidEarthEffect(final RancidEarthEffect effect) {
super(effect);
}
@Override
public RancidEarthEffect copy() {
return new RancidEarthEffect(this);
}
@Override
public boolean apply(Game game, Ability source) {
Effect effect1 = new DestroyTargetEffect("destroy that land");
effect1.apply(game, source);
return new DamageEverythingEffect(1).apply(game, source);
}
}