def create_minion(self, player): return Minion(9, 9, effects=[ Effect(TurnEnded(MinionCountIs(1), BothPlayer()), ActionTag(Kill(), SelfSelector())) ])
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 create_minion(self, player): return Minion(1, 1, stealth=True, effects=[ Effect(DidDamage(), ActionTag(Kill(), TargetSelector(IsMinion()))) ])
def create_minion(self, player): return Minion(2, 2, charge=True, effects=[ Effect(TurnEnded(), ActionTag(Kill(), SelfSelector())) ])
def create_minion(self, player): return Minion(4, 2, effects=[ Effect( CharacterDamaged(MinionIsNotTarget(), BothPlayer()), [ActionTag(Kill(), TargetSelector())]) ])
def __init__(self): super().__init__( "Void Terror", 3, CHARACTER_CLASS.WARLOCK, CARD_RARITY.RARE, minion_type=MINION_TYPE.DEMON, battlecry=(Battlecry( Give([ Buff( ChangeHealth( Attribute("health", MinionSelector(Adjacent())))), Buff( ChangeAttack( Attribute("attack", MinionSelector(Adjacent())))) ]), SelfSelector()), Battlecry(Kill(), MinionSelector(Adjacent()))))
def __init__(self): super().__init__( "Void Terror", 3, CHARACTER_CLASS.WARLOCK, CARD_RARITY.RARE, minion_type=MINION_TYPE.DEMON, battlecry=(Battlecry( Give([ Add( CHARACTER_STATUS.ATTACK( Attribute("attack", MinionSelector(Adjacent())))), Add( CHARACTER_STATUS.HEALTH( Attribute("health", MinionSelector(Adjacent())))) ]), SelfSelector()), Battlecry(Kill(), MinionSelector(Adjacent()))))
def use(self, player, game): super().use(player, game) self.target.add_effect(Effect(TurnStarted(player=EnemyPlayer()), ActionTag(Kill(), SelfSelector())))