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[DFT] Implement Push the Limit #13408
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class PushTheLimitSacrificeEffect extends OneShotEffect { | ||
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private final Set<Card> cards; |
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Instead of storing the card objects directly, store MageObjectReference
s to them. That way it won't sacrifice a permanent that you've revived and then blinked.
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} | ||
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class PushTheLimitEffect extends ReturnFromYourGraveyardToBattlefieldAllEffect { |
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No need to extends. There aren’t super.apply calls (e.g. whole logic is new), so it’s useless here.
Zone.BATTLEFIELD, source, game, false, false, false, null); | ||
if (result) { | ||
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Effect sacrificeEffect = new PushTheLimitSacrificeEffect(cards); |
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That incorrectly produces a separate trigger for each creature. I think it'd be best to use a SacrificeAllControllerEffect
filtered with a MageObjectReferencePredicate
.
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Good point. It must generate 1 trigger due rules. So Push // Pull is wrongly implemented (related issue #13450)
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For #13033
This card refactors a common effect for animating Vehicles and has a custom return from your graveyard effect with delayed sacrifice.