def use(self, player, game): super().use(player, game) self.target.add_effect(Effect(TurnEnded(), ActionTag(Kill(), SelfSelector()))) self.target.change_attack(4) self.target.increase_health(4)
def use(self, player, game): super().use(player, game) player.add_aura( AuraUntil(MinimumHealth(1), MinionSelector(), TurnEnded())) player.draw()
def create_minion(self, player): return Minion(0, 3, effects=[Effect(TurnEnded(), ActionTag(Draw(), PlayerSelector()))])
def create_minion(self, player): return Minion(0, 2, effects=[Effect(TurnEnded(), ActionTag(Heal(1), MinionSelector(condition=None)))])
def create_minion(self, player): return Minion(0, 1, stealth=True, effects=[Effect(TurnEnded(), ActionTag(Give(ChangeHealth(1)), MinionSelector(picker=RandomPicker())))])
def create_minion(self, player): return Minion(0, 3, effects=[Effect(TurnEnded(), ActionTag(Heal(4), HeroSelector()))])
def create_minion(self, player): return Minion(9, 9, effects=[Effect(TurnEnded(MinionCountIs(1), BothPlayer()), ActionTag(Kill(), SelfSelector()))])
def create_minion(self, player): return Minion(3, 5, effects=[Effect(TurnEnded(), ActionTag(Damage(2), MinionSelector(Not(IsType(MINION_TYPE.MECH, True)), BothPlayer(), RandomPicker())))])
def create_minion(self, player): return Minion(2, 2, effects=[Effect(TurnEnded(), ActionTag(Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2))]), MinionSelector(IsType(MINION_TYPE.MECH), picker=RandomPicker())))])
def use(self, player, game): super().use(player, game) game.other_player.hero.damage(player.effective_spell_damage(2), self) if player.cards_played > 0: player.add_effect(Effect(TurnEnded(), ActionTag(AddCard(self), PlayerSelector())))
def create_minion(self, player): return Minion(2, 2, charge=True, effects=[Effect(TurnEnded(), ActionTag(Kill(), SelfSelector()))])
def use(self, player, game): super().use(player, game) self.target.add_buff(BuffUntil(Immune(), TurnEnded(player=CurrentPlayer()))) self.target.change_temp_attack(2)
def _reveal(self, character, attacker, amount): if character.is_hero(): if character.health - amount <= 0: character.add_buff(BuffUntil(Immune(), TurnEnded(player=CurrentPlayer()))) # TODO Check if this spell will also prevent damage to armor. super().reveal()