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[DFT] Implement Push the Limit #13408

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Jmlundeen
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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.


class PushTheLimitSacrificeEffect extends OneShotEffect {

private final Set<Card> cards;
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Instead of storing the card objects directly, store MageObjectReferences to them. That way it won't sacrifice a permanent that you've revived and then blinked.

}
}

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) {

Effect sacrificeEffect = new PushTheLimitSacrificeEffect(cards);
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No needs in custom sacrifice trigger, add directly to permanents. See Push Pull as example:

IMG_1212

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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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@JayDi85 JayDi85 Mar 14, 2025

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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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Alternative implementation by SacraficeTargetEffect and fixed targets list:

IMG_1216

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3 participants