def create_weapon(self, player): return Weapon(4, 2, effects=[ Effect(CharacterAttack(IsHero()), ActionTag(Heal(2), HeroSelector())) ])
def create_weapon(self, player): return Weapon(7, 1, effects=[ Effect( CharacterAttack(And(IsHero(), TargetIsMinion())), ActionTag(IncreaseDurability(), HeroSelector())) ])
def create_weapon(self, player): return Weapon(5, 2, effects=[ Effect( CharacterAttack(IsHero()), ActionTag( Give(BuffUntil(Immune(), AttackCompleted())), HeroSelector())) ])
def create_minion(self, player): return Minion( 4, 4, effects=[ Effect( CharacterDamaged(And(IsHero(), OwnersTurn())), ActionTag( Give([Buff(ChangeAttack(2)), Buff(ChangeHealth(2))]), SelfSelector())) ])
def create_minion(self, player): return Minion(4, 4, effects=[ Effect( CharacterDamaged(And(IsHero(), OwnersTurn())), ActionTag( Give([ Add(CHARACTER_STATUS.ATTACK, 2), Add(CHARACTER_STATUS.HEALTH, 2) ]), SelfSelector())) ])
def create_weapon(self, player): return Weapon( 7, 1, effects=[ Effect(CharacterAttack(And(IsHero(), TargetIsMinion())), [ ActionTag(IncreaseDurability(), HeroSelector()), ActionTag(IncreaseWeaponAttack(-1), HeroSelector()), ActionTag( Give(BuffUntil(ChangeAttack(1), AttackCompleted())), HeroSelector()) ]) ])
def create_weapon(self, player): return Weapon(4, 2, effects=[ Effect( CharacterAttack(IsHero()), ActionTag( ChangeTarget( CharacterSelector( NotCurrentTarget(), EnemyPlayer(), RandomPicker())), HeroSelector(), And(OneIn(2), OpponentMinionCountIsGreaterThan(0)))) ])