Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.
Caveat: Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.>cargo test --lib 2>&1All 255 tests pass (166 engine + 52 AI + 18 cards + 19 integration). Let me also update the memory with the new API info.
Batch 10 complete. Here's the summary:
Engine change: Added Effect::AddCountersSelf { counter_type, count } variant + add_counters_self() constructor + match arm in execute_effects. Unlike AddCounters (which falls back to source only when targets are empty), AddCountersSelf always applies counters to the source permanent regardless of other targets. This enables compound effects where one part targets self and another targets a chosen creature.
Cards fixed (1):
Effect::Custom(...) → add_counters_self("-1/-1", 1) + gain_keyword_eot("haste") with TargetSpec::Creature + .set_optional(). Matches the Java implementation's BlightCost(1) + ReflexiveTriggeredAbility pattern.Test added: add_counters_self_with_separate_target — verifies that in a compound effect, AddCountersSelf puts -1/-1 on the source while GainKeywordUntilEndOfTurn grants haste to the target, with neither effect bleeding to the wrong permanent.
All 255 tests passing.
Let's commit the current wor
Let's commit the current work
>git status -u>git diff>git log --oneline -5The diff is large because it includes changes from previous batches (4-10) that were never committed. Let me look at what's changed more carefully. The git status shows many files modified across engine, cards, and docs. Let me commit all of these together since they represent batches 4-10 of the card remediation work.
The diff includes work from batches 4-10 (all uncommitted). Let me commit everything together.
>cd /mnt/dest-btrfs/home/jc/src/mage && git add mtg-rl/ROADMAP.md mtg-rl/docs/ecl-remediation.md mtg-rl/docs/fdn-remediation.md mtg-rl/docs/tdm-remediation.md mtg-rl/docs/work-queue.md mtg-rl/docs/work-queue-instructions.md mtg-rl/mtg-cards/src/sets/ecl.rs mtg-rl/mtg-cards/src/sets/fdn.rs mtg-rl/mtg-cards/src/sets/tdm.rs mtg-rl/mtg-engine/src/abilities.rs mtg-rl/mtg-engine/src/game.rs mtg-rl/mtg-tests/src/framework.rs>git commit -m "$(cat <<'EOF'
Implement batches 4-10: token creation, ward, enters-tapped-unless, mass buffs, fight/bite, mass counters, and self-counter effects
Engine additions:
- Effect::AddCountersSelf (always targets source, for compound effects)
- Effect::AddCountersAll (mass counter placement with filter)
- Effect::BoostAllUntilEndOfTurn / GrantKeywordAllUntilEndOfTurn (mass buffs)
- Effect::Fight / Bite (mutual and one-way creature damage)
- StaticEffect::Ward, EntersTappedUnless (structured data variants)
- TargetSpec::Pair for two-target fight/bite spells
Cards fixed: 34 effect swaps across FDN/TDM/ECL including token
creation (8), ward (7), fight/bite (6), mass buffs (8), mass
counters (2), enters-tapped-unless (2), and compound self-counter (1).
Added work queue system for tracking batch remediation progress.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
EOF
)">git statusCommitted as cb70447e83. Working tree is clean. 12 files changed with 1,495 insertions and 180 deletions covering batches 4-10 of the card remediation work.
Let's look at @mtg-rl/docs/work-queue.md and @mtg-rl/docs/ecl-remediation.md and update ECL Remediation to match the current state, identify all the remaining work to complete ECL.
Let me read both files to understand the current state.
This is a big task. I need to:
Let me systematically go through this. First, let me check the actual ecl.rs file to see which cards use what effects, and cross-reference with the doc.
The doc mentions several cards that "may be fully functional" now that effects are implemented:
Burdened Stoneback — gain_keyword_eot("indestructible") now works
Changeling Wayfinder — search_library now works
Dundoolin Weaver — return_from_graveyard now works
Flame-Chain Mauler — gain_keyword_eot("menace") now works
Graveshifter — return_from_graveyard now works
Lys Alana Informant — scry now works
Shore Lurker — scry now works
Unwelcome Sprite — scry now works
Dose of Dawnglow — reanimate now works
Midnight Tilling — return_from_graveyard now works
I'm going through the list of cards that might now be fully functional based on the effects that have been implemented since the doc was written.
This is a significant audit. Let me systematically check the actual ecl.rs against the remediation doc to find cards that are now complete, still partial, and truly stub. I'll launch parallel investigations.
The agent found 117 complete cards and 150 partial/stub cards. But I need more detail on the partial/stub cards to properly update the remediation doc. Let me also verify a few of the specific cards the agent marked as complete - some seem surprising (like Ashling Rekindled which the current doc lists as a pure placeholder, and Hallowed Fountain which is listed as a stub with no mana abilities).
Let me do some targeted verification.
Good overview. Let me verify some of the surprising "complete" classifications and get detailed breakdowns of what remains.
Now I can see the state of things:
Dream Seizer is already fixed in Batch 3 — it uses Effect::add_counters("-1/-1", 1), Effect::discard_opponents(1) with TargetSpec::None. The self-counter fallback from Batch 2 handles the counter on self. This is done.
Warren Torchmaster still has Effect::Custom(...). It needs:
Effect::add_counters("-1/-1", 1) (self-counter, using the Batch 2 source fallback)Effect::gain_keyword_eot("haste") (target creature gains haste)The tricky part is that these two effects have different targeting: the counter applies to self with no target specification, while the haste grant targets a specific creature. I need to check how the engine currently handles gain_keyword_eot to see if it respects the target or if I need to adjust the approach.
Looking at Warren Torchmaster specifically—since Dream Seizer is already implemented—I'm trying to figure out whether a compound effect with mismatched targets will work correctly. The core issue is whether add_counters will apply to self when there's an explicit creature target in the ability, or if the source fallback only kicks in when there are no targets at all. I need to check the Java XMage codebase to see if Warren Torchmaster exists there, and then examine how execute_effects in game.rs handles target assignment for individual effects within a single ability resolution.
I can see that many of the cards the agent classified as "complete" are actually pure placeholders — they have no abilities at all. These are technically "complete" in the sense that they won't crash (no Custom effects), but they're NOT complete in the sense that the actual card abilities are implemented. Let me categorize them properly:
Truly complete (abilities match the real card, at least approximately): Cards with real abilities that all work Stat sticks / keyword-only (no Custom, but missing abilities): Cards that just have stats/keywords but are missing significant abilities the real card has. These should be classified separately — they're not "broken" (no Custom errors), but they're also not "complete" because they're missing abilities.
Partial: Cards with some working effects but Custom for others Stub: Cards that are mostly/entirely Custom or pure placeholders
Looking at specific examples, I'm noticing cards like Ashling, Rekindled and Brigid, Clachan's Heart that have literally nothing defined — no mana cost, no power/toughness, no abilities at all. Then there are cards like Hallowed Fountain that have the land subtypes but don't actually tap for mana, which is a critical missing piece. These are the real placeholders that need to be distinguished from cards that are just missing some secondary abilities.
I'm realizing the agent's categorization was too generous — it counted cards as complete just because they don't use Custom effects, but many of them are actually stat-only shells missing all their real abilities. Cards like Kirol, Attentive First-Year and Flamebraider have stats but no abilities where the real cards clearly have them. So I need to split this into four categories: truly complete cards where the implementation matches the real card, stat-only placeholders missing abilities, partial implementations with some working effects, and pure stubs that are either all Custom or have no meaningful content at all.
Now I'm checking the doc's list of cards marked as "may be fully functional" — Burdened Stoneback, Changeling Wayfinder, Dundoolin Weaver, and others — to verify they actually are complete. I'm also looking at some edge cases like Gnarlbark Elm with its RemoveCounters cost and Gristle Glutton with Blight, plus Moonlit Lamenter which seems to be cut off in the notes.
Many of those "complete" cards are pure placeholders (no abilities defined at all). Let me verify the specific cards the doc flagged as "may be fully functional" and check cost handling.
Now I have a much clearer picture. Let me also check cost handling — whether Cost::Blight, Cost::RemoveCounters, and Cost::ExileFromGraveyard are actually handled in game.rs.
Let me check whether Blight, RemoveCounters, and ExileFromGraveyard costs are actually handled in the engine.
Dream Seizer is already fixed (Batch 3). The only remaining card is Warren Torchmaster. Let me understand how the engine handles targets in compound effects — the key challenge is that the self-counter has no target while the haste grant targets a creature.
Let me read the relevant parts of game.rs.
Now I see the full picture for cost handling:
Implemented costs:
Cost::TapSelf ✓Cost::Mana ✓Cost::PayLife ✓Cost::SacrificeSelf ✓Cost::Discard ✓NOT implemented (fall through to _ => {}, always succeed):
Cost::UntapSelf
Cost::SacrificeOther
Cost::ExileFromHand
Cost::ExileFromGraveyard
Cost::RemoveCounters — this is a major gap, cards like Gnarlbark Elm won't actually verify or remove counters
Cost::Blight — also unimplemented, so -1/-1 counters never get applied
Cost::RevealFromHand
Cost::Custom
These missing implementations mean several ability costs will silently succeed without doing anything, which could break card functionality.
Looking at the specific cards affected: Gnarlbark Elm and Moonlit Lamenter both rely on Cost::RemoveCounters which is just passing through, so their costs don't work but their effects do. Gristle Glutton has the same problem with Cost::Blight — the loot effects trigger but no -1/-1 counters actually get placed. Goldmeadow Nomad and Stoic Grove-Guide both use Cost::Custom for exiling from graveyard, which is also a no-op, though their token creation still works.
The real issue is that I need to distinguish between cards that are truly broken versus just partially broken. A card is only complete if every single ability works correctly — if the cost is a no-op, that's a major problem because the ability becomes free. But there are also cards like Bloom Tender and Great Forest Druid that produce only green mana when they should produce any color, or Springleaf Drum that's missing its tap-creature cost entirely. Even Scarblades Malice has the deathtouch and lifelink working but the delayed trigger for creating 2/2 Elves doesn't fire at all.
Rather than re-audit everything from scratch, I should focus on three things: promoting cards from Partial to Complete where all effects are actually working, identifying any cards marked Complete that have hidden issues, and then laying out what still needs fixing.
Looking at the candidates for promotion, several cards have their core mechanics fully implemented—Burdened Stoneback with its counter and indestructible activation, Changeling Wayfinder's library search, Flame-Chain Mauler's boost and menace grant, Graveshifter's reanimation trigger, Dose of Dawnglow's spell-based reanimate, and Lys Alana Informant's scry effects all check out as working. Shore...
Continuing through the rest of the list: Shore Lurker, Unwelcome Sprite, and Midnight Tilling are all functional with their scry and mill-plus-reanimate mechanics. Bile-Vial Boggart's death trigger that distributes counters is properly typed. Dundoolin Weaver's reanimation works though the conditional "3+ creatures" requirement isn't modeled. Adept Watershaper's static keyword grant needs verification to confirm it's applying correctly to controlled creatures.
For Bristlebane Battler, the ward mechanic combined with counter placement and removal should work if all those pieces are functioning. Several cards are staying partial because they rely on unimplemented cost types like RemoveCounters and Blight, or custom effects like tapping. Scarblades Malice has the keyword grants working but is missing the delayed death trigger. Bloom Tender's mana production is incomplete.
Now I'm realizing the real issue — cards like Bloom Tender, Great Forest Druid, and Springleaf Drum do produce mana, but they're generating the wrong colors or missing specific cost mechanics, so they should stay marked as partial rather than complete. The bigger problem is that the agent's count of 117 complete cards is inflated because it includes roughly 30+ pure placeholders with no actual abilities implemented at all, which skews the remediation metrics. I need to separate truly working implementations from cards that are just technically not broken.
For the remediation doc, I should distinguish between complete implementations with matching abilities, stat-only placeholders that lack abilities the real card has, partial implementations with mixed working and broken features, and pure stubs that are entirely custom or placeholder. Rather than rewriting the whole thing, I'll focus on the delta — what specifically needs to move between categories and what work remains. I'm deciding on the most efficient approach here—rather than rewriting the entire 970-line document, I should focus on targeted updates to move cards between sections based on their current implementation status, refresh the overview counts, and then compile a clear summary of what work remains to complete the ECL implementation.
Critical finding: Cost::RemoveCounters, Cost::Blight, and Cost::Custom are all no-ops in pay_costs() — they fall through to _ => {} and silently succeed without actually paying. This means cards using these costs are "overpowered" (ability always activatable). Let me now write the comprehensive update.
OK, now I have all the data I need. Let me now write the updated ECL remediation document. This is going to be a significant rewrite. Let me organize it properly.
Actually, let me count things up:
Custom occurrences: 175 (across Effect::Custom, StaticEffect::Custom, Cost::Custom)
Now let me systematically categorize all 267 cards.
Looking at the grep results, I can identify:1. Cards that have NO Custom at all → potentially Complete 2. Cards with Custom → Partial or Stub
For category 1, I need to verify the card has real abilities (not just empty placeholders).
For category 2, I need to figure out what's actually implemented versus what's still stubbed out.
The agent already did a lot of this analysis—they identified 117 complete cards—but I need to filter out the empty placeholders from the truly complete ones. Rather than rewriting the entire 970-line document, I'll make targeted updates to move cards from Partial to Complete, add a summary of what's left to do, and refresh the overview section.
Looking at the breakdown: of those 117 cards marked complete, maybe 60 are genuinely done with all abilities matching the real card, while 30+ are just stat sticks with no Custom abilities at all, and a few have simplified or incorrect behavior. The tricky part is that these stat stick placeholders—cards like Ashling Rekindled or Hallowed Fountain with no mana cost, power/toughness, or abilities—aren't actually complete; they're just stubs that happen to not use Custom strings, so the existing doc is right to classify them as stubs.
Cards like Reaping Willow are similar—3/6 with lifelink but probably missing actual abilities beyond that keyword. Without checking the Java source I can't confirm, but the doc notes it as keywords-only with no special abilities, so it's correctly marked as a stub.
For the update, I should focus on what's most useful: identifying cards that have actually been promoted from Partial to Complete since the doc was written, confirming which cards marked as "may be fully functional" are now verified, and laying out what engine work is still needed to unlock more cards. I'll make targeted edits to individual cards and then write a clear summary at the end.
Looking through the cards that should move from Partial to Complete, I'm seeing a solid batch where the core mechanics are now working: Burdened Stoneback's effects, Changeling Wayfinder's library search, Flame-Chain Mauler's boost and keyword granting, Graveshifter's graveyard returns, Dose of Dawnglow's reanimation, the scry implementations across Lys Alana Informant and Shore Lurker and Unwelcome Sprite, Midnight Tilling's mill and graveyard interaction, Bile-Vial Boggart's targeted counter addition, Dundoolin Weaver's graveyard recursion, Adept Watershaper's keyword granting on controlled creatures, and Bristlebane Battler's ward plus counter mechanics all functioning.
There are a few cards I should flag as simplified but working: Bloom Tender and Great Forest Druid are only producing green mana when they should handle multiple colors, and Springleaf Drum is missing its tap-creature cost requirement. I also need to note that Gnarlbark Elm, Moonlit Lamenter, and Gristle Glutton have unimplemented cost mechanics that aren't being enforced yet. For Catharsis specifically, I'm seeing it was marked as fixed for its end-of-turn boost and keyword granting, but the code also has custom Evoke and color-spent detection that I should verify are actually working.
Looking at the documentation more carefully, the [x] marking just indicates the batch fix was applied, not that the card is fully complete—Evoke is still custom implementation. Rather than get bogged down in clarifications, I should focus on the practical updates: refreshing the overview counts, moving the 13 cards that are actually complete from Partial to Complete with appropriate notes, and cleaning up any stale documentation.
Now I have a clear picture. Let me update the remediation doc systematically. I'll promote cards that are now complete, fix stale notes, and add a remaining work summary.
Now update the "Working Effects" list to include newly working effects.
Now promote cards from Partial to Complete. Let me do the clear ones.
Now update Bristlebane Battler — it's fully functional now.
Now update Dose of Dawnglow and Midnight Tilling.
Now update the Gnarlbark Elm, Moonlit Lamenter, and Gristle Glutton entries to note their cost issues.
clear
Now I can see the issue. When execute_effects processes AddCounters with no targets, it falls back to the source. But when there are targets in all_targets, AddCounters uses them. Same for GainKeywordUntilEndOfTurn - it uses the targets.
For Warren Torchmaster:
add_counters("-1/-1", 1) to apply to selfgain_keyword_eot("haste") to apply to the target creatureThe ability has TargetSpec::Creature, so all_targets will contain the target creature.
This means AddCounters incorrectly applies to the target creature instead of self, while GainKeywordUntilEndOfTurn correctly applies to the target. The compound effect system doesn't handle mixed targeting like this — the source fallback only works when targets are empty, but with TargetSpec::Creature there's always a target. I see the fight/bite effects have special logic to apply only to the first target, but that's pattern-specific, not a general solution.
Looking at the card more carefully, this is actually a reflexive trigger pattern: "you may put a -1/-1 counter on Warren Torchmaster, if you do, target creature gains haste." The counter is a cost/condition, and the haste is the payoff — so I need to model this as a triggered ability with a conditional effect rather than a compound effect. the counter on itself. Blight is a general ECL mechanic where you choose which creature to put the counter on.
For simplicity and to match how the card actually works, I think the best approach is to use add_counters for the self-counter with a source fallback, and gain_keyword_eot for the haste effect. But there's a problem: when a target creature is specified, add_counters will apply to the target instead of self.
Examining the execute_effects code...
Looking at how targets are already filtered for fight and bite effects, there's already a pattern where pre-fight effects use only the first target while fight uses all targets. I could extend this same approach to handle the compound effect of applying a counter to self while giving haste to the target.
But actually, the real issue is that Warren Torchmaster needs to be modeled as an optional triggered ability where the blight counter acts as a cost and the haste is the effect — except the current Ability::triggered doesn't support costs. I'm noticing the Ability struct does have a costs field though, so maybe I can leverage that.
Let me think through this differently. The cleanest approach within our constraints is either to model it as a simple compound effect that adds counters and grants haste to a creature, but that runs into the problem of self-targeting versus opponent-targeting, or I need to add engine support to distinguish between those two cases.
Actually, looking back at how the fight/bite compound works, there's already a pattern where certain effects only use the first target. I could extend that logic to handle self-counters specially—if an AddCounters effect is targeting self with a -1/-1 counter, the engine could treat it differently from effects that target the chosen creature.
But that's getting too specific and hacky. The real issue is that Felling Blow needs its +1/+1 counters to go on the target creature, so I can't just make all AddCounters effects default to the source.
I think the best path forward for this batch is to start by confirming Dream Seizer was already resolved earlier.
For Warren Torchmaster, I need to handle the pattern where a -1/-1 counter applies to the source creature while another effect targets something else. The cleanest approach might be treating the -1/-1 counter as a cost rather than an effect.
Looking at the card registration, it's already using BeginCombat as the trigger event, so that part is correct. The real challenge is just how to model the effect itself. And rereading the card text, there's a "may" clause that I need to account for...
The pattern here is reflexive—the player chooses whether to put the counter on Warren, and if they do, then the target creature gets haste. I think the right move is to make the trigger optional and have both effects fire together when activated. But that means I need a way to apply the counter to the source while still allowing a separate target for the haste effect. I should probably extend the engine to support applying counters to the source creature directly, rather than relying on the ability's target specification. I'm realizing ECL might be a custom set that doesn't exist in the standard Java XMage codebase, so I should verify whether Warren Torchmaster is actually implemented there or if I need to work with the custom engine approach I outlined.
Looking at the batch more carefully, Dream Seizer is already marked complete in Batch 3 but shows up here unchecked — that's a tracking error I should fix. For Warren Torchmaster, the suggested approach of combining add_counters and gain_keyword_eot won't work since they'd both target the same entity, so I need to create a new Effect::AddCountersSelf variant that handles self-targeting counters separately from target-targeting effects.
Implementing AddCountersSelf...
Now update the Blossoming Defense duplicate entry (it's in both Complete and Partial sections).
Now update the Flamekin Gildweaver, Stratosoarer entries, and remove stale "Fix needed" from already-fixed cards.
Now let me add the comprehensive Remaining Work Summary at the end of the file.
Let me read more of the execute_effects code and check if BeginCombat event type exists.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me chronologically analyze the conversation:
First user message: Read docs/work-queue.md and do the next unchecked batch. Detailed 10-step process for each batch including reading engine files, investigating uncertainties, adding tests, fixing cards, verifying, updating docs, etc.
My actions for Batch 10:
add_counters("-1/-1", 1) on SELF and gain_keyword_eot("haste") on TARGET - but current AddCounters uses targets when availableEffect::AddCountersSelf variant that always applies to source regardless of targetsEngine changes made:
AddCountersSelf { counter_type: String, count: u32 } to Effect enum in abilities.rsadd_counters_self() constructoradd_counters_self_with_separate_targetOne error: Edit tool failed on ecl.rs with "File has not been read yet" - fixed by reading the file first then editing.
Verification: cargo check -p mtg-engine -p mtg-cards and cargo test --lib both passed (255 tests).
Doc updates: Updated work-queue.md (Batch 10 done), ecl-remediation.md (Warren Torchmaster fixed), ROADMAP.md (Batch 10 note), MEMORY.md (added AddCountersSelf API info, updated batch count).
Second user message: "Let's commit the current work" (interrupted, then repeated)
Commit actions: Staged all files, committed as cb70447e83 with message covering batches 4-10. 12 files changed, 1495 insertions, 180 deletions.
Third user message: "Let's look at @mtg-rl/docs/work-queue.md and @mtg-rl/docs/ecl-remediation.md and update ECL Remediation to match the current state, identify all the remaining work to complete ECL."
ECL audit actions:
Cost::RemoveCounters, Cost::Blight, Cost::Custom are ALL no-ops in pay_costs() - they silently succeed without payingECL remediation doc updates:
The summary request came right after completing the ECL remediation doc update. No commit was made for these doc changes.
Summary:
Primary Request and Intent:
docs/work-queue.md and doing the next unchecked batch (Batch 10: Compound self-counter + target effects), following a detailed 10-step process: read engine files, investigate uncertainties, add engine changes if needed, add tests, fix cards, verify compilation/tests, update docs, check off the batch.Key Technical Concepts:
Effect::AddCountersSelf — new variant that always applies counters to the source permanent regardless of targets (unlike AddCounters which falls back to source only when targets are empty)BlightCost + ReflexiveTriggeredAbility pattern for "may blight, when you do" cardspay_costs() in game.rs only implements TapSelf, Mana, PayLife, SacrificeSelf, Discard — all other costs (Blight, RemoveCounters, ExileFromGraveyard, Custom, etc.) silently succeed as no-opsFiles and Code Sections:
mtg-rl/mtg-engine/src/abilities.rs
AddCountersSelf variant between AddCounters and AddCountersAll:/// Put counters on the source permanent (self), regardless of targets./// Used in compound effects where other effects target a different permanent.AddCountersSelf { counter_type: String, count: u32 },pub fn add_counters_self(counter_type: &str, count: u32) -> Self { Effect::AddCountersSelf { counter_type: counter_type.to_string(), count, }}mtg-rl/mtg-engine/src/game.rs
execute_effects() at line ~958: processes effects with target routingAddCountersSelf after the AddCounters arm:Effect::AddCountersSelf { counter_type, count } => { if let Some(source_id) = source { let ct = crate::counters::CounterType::from_name(counter_type); if let Some(perm) = self.state.battlefield.get_mut(source_id) { perm.add_counters(ct, *count); } }}pay_costs() at line ~881: Only implements TapSelf, Mana, PayLife, SacrificeSelf, Discard. All other costs fall through to _ => {} (silent no-op).add_counters_self_with_separate_target after add_counters_self_when_no_targets test (around line 2672):#[test]fn add_counters_self_with_separate_target() { // Compound effect: AddCountersSelf puts -1/-1 on source while // GainKeywordUntilEndOfTurn gives haste to a different target. // ... creates two creatures, executes compound effect, verifies: // - Source has -1/-1 counter, no haste // - Target has haste, no -1/-1 counter}mtg-rl/mtg-cards/src/sets/ecl.rs
Effect::Custom(...) to:Ability::triggered(id, "At the beginning of combat on your turn, you may put a -1/-1 counter on Warren Torchmaster. If you do, target creature gains haste until end of turn.", vec![EventType::BeginCombat], vec![Effect::add_counters_self("-1/-1", 1), Effect::gain_keyword_eot("haste")], TargetSpec::Creature).set_optional(),mtg-rl/docs/work-queue.md
[DONE 2026-02-14]mtg-rl/docs/ecl-remediation.md
mtg-rl/ROADMAP.md
Mage.Sets/src/mage/cards/w/WarrenTorchmaster.java
BeginningOfCombatTriggeredAbility → DoWhenCostPaid(reflexiveAbility, BlightCost(1), "Blight 1?") → ReflexiveTriggeredAbility(GainAbilityTargetEffect(HasteAbility), target: TargetCreaturePermanent)~/.claude/projects/.../memory/MEMORY.md
Effect::AddCountersSelf to API notesErrors and fixes:
Read tool, then applying the edit.Problem Solving:
AddCounters uses the ability's targets when available, so a compound [AddCounters, GainKeywordUntilEndOfTurn] with TargetSpec::Creature would put counters on the target creature instead of self. Solved by creating a new AddCountersSelf variant that ignores targets entirely.All user messages:
docs/work-queue.md and do the next unchecked batch. For each batch: [10-step detailed process including reading engine files, investigating uncertainties, adding tests, fixing cards, verifying, updating docs]"Pending Tasks:
Current Work: Just completed the comprehensive ECL remediation doc update. The last actions were:
docs/ecl-remediation.md with 13 categories of remaining work organized by engine gapcb70447e83 commit)Optional Next Step:
The ECL remediation audit is complete. The uncommitted changes to docs/ecl-remediation.md could be committed if the user requests it. No further explicit task was requested.
If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: /mnt/dest-btrfs/home/jc/.claude/projects/-mnt-dest-btrfs-home-jc-src-mage/beabe26f-1ea7-4155-ae62-5eeca1d2a60c.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Looking at the conversation summary, the last task was updating the ECL remediation doc to match the current state and identifying all remaining work. That task was completed but the changes haven't been committed. The user didn't explicitly ask for a commit, and the instructions say "do not commit changes unless the user explicitly asks."
The summary says "No explicit pending task was requested beyond the ECL audit (which is now complete)." So I should just let the user know where things stand.
Let me check the current state of things to provide a good summary.
The ECL remediation audit is complete. Here's a summary of what was done:
ECL Remediation Doc Updates (uncommitted):
pay_costs() no-op issue affecting 3 cards with Cost::RemoveCounters/Cost::BlightThese doc changes are staged but not committed. The last commit was cb70447e83 which covered Batches 4-10. Let me know what you'd like to do next — commit these doc updates, continue with the next batch (Batch 11: Modal spells), or something else.
Let's think about the work to complete the set (ECL) as a graph, with the root being 'ECL Complete', the final leaves being the cards, and interior nodes being the engine capabilities needed to complete, and edges from the cards to the interior nodes, and from the interior nodes to the root. If a card needs no engine capability, then it can connect directly to the root. Let's start by creating this graph as a mermaid diagram.
The user wants me to create a mermaid diagram showing the dependency graph for completing the ECL set. Let me read the current state of the ECL remediation doc and the ecl.rs file to understand what cards need what engine capabilities.
Let me start by reading the ECL remediation doc to get the categorized remaining work.
Let me read the current ECL remediation doc and the card implementations to build an accurate dependency graph.
I have the remediation doc and the explore agent's analysis. Now I need to build a mermaid diagram showing the dependency graph. Let me also read the actual ecl.rs to get accurate card-level data, since the explore agent's summary is high-level but I need to match each card to its engine dependency.
Let me use the remediation doc (which I already have fully read) as the primary source, since it has the most accurate card-by-card breakdown. I'll build the graph from that.
Let me categorize based on what I've read:
Root: ECL Complete
Engine capability nodes (interior):
Cost System (RemoveCounters, Blight, ExileFromGraveyard)
Vivid Mechanic
Modal Spells
Equipment System
Evoke Mechanic
Eclipsed Cycle (look at top 4)
Impulse Draw
Behold Mechanic
Shock Lands (ETB replacement)
Conditional/Dynamic Effects
Aura System
Planeswalker System
Gain Control
Delayed Triggers
Spell Copy
Player Choice (tap/untap, blight or lose life)
Dynamic Mana
Token for Target's Controller
Gr
aveyard Exile Effect 20. Self-tap Effect 21. Creature Type Choice 22. Land Token Creation
I need to reconsider my approach here. Let me look back at the remediation doc and map out each card carefully—both the complete ones and those still needing work. The user wants a diagram where complete cards connect directly to the root node, while incomplete cards connect through their required engine capability nodes, which then connect to root. With around 267 cards total, I should think about what's actually practical to display. The complete cards can be grouped, and I'll need to identify which incomplete ones are still missing their engine dependencies.
Looking at the explore agent's findings, it marked 176 cards as complete, but that seems generous—it's likely counting vanilla creatures and basic lands that technically have no Custom stubs but probably should have more functionality. Let me focus on the cards that genuinely need work and organize them by their engine dependencies rather than trying to list all 267 individually.
I'll structure the diagram with the 73 truly complete cards as a single group node, then branch out to capability nodes like CostSystem and Vivid, mapping which cards depend on each one. Continuing through the remaining categories: ImpulseDraw with cards like Kulrath Zealot and Sizzling Changeling, Behold featuring various Champions, ShockLands covering the dual-colored mana bases, ConditionalEffects for situational abilities, and starting into AuraSystem for enchantment-based mechanics.
Now I'm mapping out the aura cards like Evershrike's Gift and Shimmerwilds Growth, then moving through Planeswalker support with Ajani, control effects like Goatnap, delayed triggers with Scarblades Malice, spell copying mechanics, and finally player choice scenarios where cards force decisions between two options like tapping or losing life.
Continuing through the remaining root categories: DynamicMana for cards that produce multiple colors, TokenForController for token generation, GraveyardExile effects, SelfTap mechanics, CreatureTypeChoice for modal selection, CastFromExile for cards like Dawnhand Dissident, and MassUntap for effects that untap multiple permanents.
Now I need to examine the pure stubs that require full implementation from scratch to determine what capabilities each one needs.
Looking at the stubs more carefully, many of them have vague placeholders like Effect::Custom("ETB effect.") without clear ability definitions, so I'll need to check the Java source code to understand what engine capability each one actually requires. I should categorize them based on the remediation doc descriptions where possible, or flag them as needing research and implementation.
Going through the list systematically: most are either activated ability placeholders, ETB effects, or legendary triggers that need Java research to understand their actual mechanics. A few map to existing systems like Aura, Modal Spells, and Shock Lands, but the majority fall into the "needs research" category until I can examine their source implementations. Continuing through the card list, I'm seeing more enchantments and artifacts that need research, along with a few that map to existing systems like shock lands and the aura framework. Most of these are straightforward ability types, though a couple like Reaping Willow might already be complete with just their keyword abilities. Continuing through the card list, I'm cataloging more cards that need research — Sygg's various forms, several shock lands and modal spells to cross-reference, and a mix of ETB effects, static abilities, and keyword mechanics like deathtouch that require deeper investigation. Continuing through the card list, I'm seeing several that need type choices paired with conditional effects, like Collective Inferno requiring both type selection and damage doubling. There are also creatures that need P/T manipulation and type changes, lands with conditional type selection, and cards involving convoke or transform mechanics that'll require multiple systems working together. I'm also noting some planeswalkers and cards that need deeper research to understand their implementation needs. Continuing through the card list — Gloom Ripper needs research as an Elf Assassin, Goatnap's gain control mechanic is categorized, and I'm noting which cards might be complete with just keyword abilities like Hovel Hurler and Lavaleaper, while others like Kirol and Kithkeeper appear to be stat sticks without special mechanics requiring deeper investigation.
Now moving into the next batch: Mirrorform handles mass copying effects, Mistmeadow Council is already fixed, and I'm tracking which cards need research versus which could use simple fixes — like Mudbutton Cursetosser's death trigger or Riverguard's Reflexes' combat abilities — while more complex ones like Slumbering Walker require cost system and conditional logic.
Continuing through the remaining cards: Soulbright Seeker, Swat Away, and several others all need research to understand their custom mechanics. For the diagram structure, I'm thinking the best approach is to group all the completed cards into a single node, create interior nodes for each engine capability, connect the incomplete cards directly to their relevant capability nodes, and isolate the pure stubs that still need investigation.
I'm also realizing that some engine capabilities themselves have dependencies—Evoke relies on Sacrifice and ETB mechanics that already work plus the evoke cost system, and Behold needs reveal-from-hand, exile, and LTB return mechanics. Many of the stub cards probably need multiple capabilities working together.
The real challenge here is scale: with nearly 200 incomplete cards, showing each one individually would make the diagram unreadable. But the user specifically asked for all cards as leaf nodes. With 267 total cards, I need to figure out if that's actually feasible or if I should push back on the scope.
Let me reconsider the practical approach: I could group complete cards together and list incomplete ones individually, connecting each to its required engine capability. I'm also noticing a discrepancy—the explore agent counted 176 cards as complete, but the remediation doc says only 73, which suggests the agent was counting basic creatures with no special abilities as "complete" when they actually need work.
For the diagram, I should probably distinguish between truly complete cards with all abilities correctly implemented, vanilla stat sticks that are missing their actual abilities, partially working cards, and pure stubs with placeholders. The real issue is that some cards the agent considers "complete" because they have no Custom effects might actually be incomplete—like a creature that's just a stat line when the real card has abilities that aren't implemented yet.
Let me step back and focus on what the user actually wants: a dependency graph with ECL Complete as the root, individual cards as leaves, and engine capabilities as the interior nodes connecting them. I'll build the mermaid diagram based on the remediation doc and structure it as a top-down flowchart showing which cards depend on which features. Building the diagram structure now...
I'm organizing this into layers—root node at the top, engine capabilities in the middle, and cards as leaves—then grouping complete cards together and using subgraphs to keep related capabilities visually connected for clarity.
Writing mermaid diagram... Building out the mechanic diagram...
I'm realizing this is getting unwieldy with every single capability and card listed out. I should probably step back and think about whether I need to include all 73 complete cards in the visualization, or if I can group them more efficiently.
Actually, let me just commit to showing each incomplete card individually since there are about 194 of them and they're distributed across different engine capabilities. For the complete cards, keeping them as a single grouped node makes more sense—listing all 73 separately would just clutter the diagram without adding much value. Let me count through the remediation doc to get exact numbers and make sure I'm being precise about what goes where. Continuing through the rest of the creature and spell cards from this set, working my way down the list to capture all the remaining options available. Continuing through the card list, I'm seeing more entries including some duplicates like Blossoming Defense and Kulrath Mystic that I've already catalogued, along with a note that Catharsis has partial functionality where the evoke mechanic is still broken but the enter-the-battlefield effects are working properly. Looking at the complete count of 176, I can see it includes the 57 explicitly listed cards plus additional ones from the Partial section that have been marked [x] and labeled "COMPLETE" — like Adept Watershaper, Bile-Vial Boggart, and several others. There are likely many more cards in ecl.rs that aren't individually documented here but are genuinely complete, such as basic lands and straightforward creatures. I'm realizing the explore agent's count of 176 complete cards doesn't match up with the remediation doc—there's a gap of about 91 cards that need work. Since the remediation doc is more detailed, I'll use that as my source of truth and treat unlisted vanilla creatures as complete. Now I'm going through the incomplete cards systematically, starting with the partial implementations that need mechanics like Behold, Player Choice, and the Eclipsed Cycle. Continuing through the rest of the cards, I'm seeing more patterns emerge—several cards fall into the Vivid category with straightforward ability triggers, while others use Cost System mechanics or Player Choice elements like the may abilities. There are a few outliers like Rooftop Percher with graveyard exile effects and Scarblades Malice with delayed triggers that don't fit the main patterns as cleanly. Continuing through the card list, I'm cataloging Bristlebane Outrider's conditional effects, then moving into Cast from Exile mechanics with Dawnhand Dissident, equipment-based triggers like Barbed Bloodletter and Bark of Doran, and shock lands. I'm also tracking type choices and life-gain conditions before hitting a stub section of cards that still need research categorization.
Now I'm working through the next batch of cards, marking Leaf's Embrace as an aura and continuing to identify which cards need deeper research versus those with clear mechanics like Grub's Command's modal options and the shock land Hallowed Fountain. Continuing through the card list, I'm cataloging entries 97 through 114, assigning each to their respective categories—most falling under Research, with a few designated for Aura, Equipment, Shock Lands, and Modal mechanics. Continuing through the card classifications, I'm seeing more complex mechanics emerge—cards with type choices, conditional effects, planeswalkers, and research-heavy designs that involve multiple systems or transformations. The list extends into the 140s with entries like Ajani and Oko representing higher-complexity planeswalker mechanics. Continuing through the card list, I'm categorizing more entries—most fall into the Research category, with a few exceptions like Mirrorform which is a Spell Copy mechanic, Moon-Vigil Adherents being Conditional, and Slumbering Walker requiring both a Cost System and Research approach. I notice some cards are flagged as potentially simple or complete, which might streamline their implementation.
Now I'm working through the full inventory count. Out of 267 total cards, I have 180 that need work, 57 marked complete, and roughly 30 cards that aren't listed in the remediation doc at all—likely basic lands and vanilla creatures that don't require special handling. That leaves about 150 cards genuinely incomplete and roughly 117 that are either complete or don't need remediation. I'm recounting the marked items from the Partial section to get a more precise breakdown. I'm tallying up the card inventory now—looks like there are 30 items from the Partial section, but two of them (Blossoming Defense and Kulrath Mystic) are duplicates already counted in the Complete section, so that's 28 unique additions. Adding the 2 from the Stub section brings me to 87 total complete cards, with 180 listed as incomplete and the math checking out to zero unaccounted cards.
Let me recount the sections more systematically. The remediation doc shows 57 in Complete, 55 entries in Partial (split between marked and unmarked), and roughly 75 in Stub, totaling around 187 listed entries. I need to go through the Stub section more carefully to get an exact count—starting with entries like Ashling Rekindled, Brigid Clachan's Heart, and working down through the list.
Continuing through the Stub entries... Continuing through the card list, moving into the 55-77 range with more character commands and multicolored cards like Celestial Reunion and Collective Inferno. Continuing through the card list, I'm now at entries 99 through 119, working through cards like Gloom Ripper, Goatnap, and various other Magic cards, with another fix marked for Mistmeadow Council.
Now I'm tallying up the remaining entries—127 stub entries total with just 2 marked as complete. Looking at the partial section, I can see the first several cards starting with Adept Watershaper and moving through Champions of the Weird, with most still needing work. Continuing through the checklist of creatures... Continuing through the card list, checking off more entries as I go through items 58 to 76, noting a couple of duplicates along the way. I'm counting up the marked items from that list—30 total with checkmarks. That leaves 53 unchecked entries out of the 83 unique items.
So the full breakdown is 57 complete cards, 83 partial ones, and 127 stubs, which adds up to 267 total. Of those, 89 are fully complete while 178 still need work. Though I'm noticing some cards like Catharsis are marked done but still have missing pieces like the evoke ability, so they're not truly finished yet.
For the diagram, I should route the complete cards straight to the root node as one group, then handle the partially fixed and incomplete ones through their remaining engine dependencies.
Now I'm going through the supposedly complete cards to verify which ones actually have no remaining work. Most of the 57 from the complete section check out, and I'm spot-checking the partial ones marked as fixed or complete to see if they genuinely have all their mechanics working or if there are still gaps like missing cost implementations or broken effects. Going through the rest of the card list, most are marked as fixed or complete, though Catharsis still needs its Evoke mechanic implemented. I'm also noticing some duplicates that are already accounted for, and moving on to check the stub entries.
Looking at the final tally: I've got 86 complete cards across all categories, 179 that still need work, and the 2 duplicates are already factored into those numbers, bringing the total unique count to 265 cards. I need to be more systematic about this. The Partial section has 85 total entries with 2 duplicates from Complete, leaving 83 unique cards. Of those 83 unique Partial cards, 28 are marked complete (30 marked [x] minus the 2 duplicates), which means 55 are still incomplete.
Adding up the totals: 57 complete from the main section, 28 from Partial, and 2 from Stub gives me 86 complete cards. The incomplete count is 56 from Partial plus 125 from Stub, totaling 181 incomplete. That checks out at 267 total.
Now I'm going to organize these 181 incomplete cards by what engine capabilities they need. For the Cost System category, I'm identifying six cards that need various cost implementations like RemoveCounters, Blight, and ExileFromGraveyard mechanics. Then there's a separate Vivid Mechanic group with six cards that require that specific ability to be built out.
Beyond those, I'm tracking several other card categories that need implementation: a few more Vivid cards including Squawkroaster and Rime Chill which has additional complexity with tap and stun effects, five Modal Spells with command-style effects, four Equipment pieces, three Evoke cards, and a four-card Eclipsed Cycle that appears to be a creature type variant set. I'm continuing through the conditional and dynamic effects list, adding Besieged by Time, Boneclub Berserker, Moon-Vigil Adherents, and Safewright Cavalry. Now I'm moving into the aura system cards—there are quite a few here with various effects. I notice Lasting Tarfire is marked as just a placeholder enchantment with no actual abilities, so I should move that to research rather than categorize it as an aura. I'm also starting to think about planeswalkers next. Soul Immolation (variable blight + mass damage), then I'm looking at cards that provide dynamic mana sources, self-tapping effects, token generation for the controller, graveyard exile triggers, creature type choices, mass untap effects, casting from exile, land token creation, and life-gain tracking mechanics.
Now I'm tallying up all the categories I've identified across the deck to see the distribution—looks like I've got a solid spread with costs and vivid lands being the most common, followed by modal spells and auras, while some mechanics like library tuck effects are appearing just once.
That gives me 86 cards accounted for, which means there are still 95 cards sitting in the research queue that need proper categorization. I'm starting to work through those remaining stubs to fill in the gaps. Continuing through the rest of the card list from entries 30 through 50. Continuing through the card list...
I'm tallying up the totals now—86 categorized cards plus 94 research cards gets me to 180, then adding Catharsis brings it to 181, which is close enough given I probably miscounted somewhere. Now I need to create a diagram showing how all these fit together, but I'm realizing some of the engine capability nodes are too small to be useful on their own, so I should consolidate the single or double-card categories like Self-Tap, Token for Controller, and Graveyard Exile into a broader "Simple Card-Level Fixes" grouping.
Actually, wait—from a roadmap perspective, each of these represents a distinct engine capability that needs to be built, even if only one card depends on it. So maybe I shouldn't merge them after all.
For readability though, I could consolidate the truly simple fixes—ones that don't require any engine changes—into a single node. But looking at these cards, most of them actually do need engine modifications, so that approach won't work.
Let me just create the diagram. I'm thinking a bottom-to-top graph structure with subgraphs to organize cards by their engine dependencies would be clearest for visualization.
Actually, top-down might be more intuitive—root at the top, engine capabilities in the middle, and cards fanned out at the bottom. I'll use underscored node IDs to avoid special character issues while keeping the display names readable.
With around 270 nodes though, I'm wondering if this will even render properly in Mermaid...
it could get really crowded. Let me organize it with subgraphs to keep things manageable—grouping the complete cards together, then organizing the rest by capability.
Building the mermaid diagram with subgraphs...
Actually, I'm realizing that listing all 86 complete cards individually would make the diagram unwieldy. Since the user wants to focus on the incomplete work, I should summarize the complete cards as a single node instead. For the engine capabilities, I can consolidate some of the smaller ones—like grouping the cost-related cards together under a Cost System node.
Let me create the diagram file now and keep the structure focused on what's actually incomplete. Looking at the remaining mechanics, I've got aura attachments, player choice systems, creature type selection, dynamic mana production, and then several singleton mechanics like planeswalkers, control effects, delayed triggers, spell copying, and casting from exile. There are also a few miscellaneous cards that need fixes scattered throughout.
For the bulk of the work, I have 94 cards that require deeper research into the Java source to understand their implementation needs. Rather than trying to subcategorize all of them, I think keeping them as one large "Research & Implementation" cluster makes sense—the graph's purpose is showing dependency structure, and for these cards, the main dependency is figuring out what they actually do.
Now I'm consolidating the single-card miscellaneous categories and finalizing the engine nodes list with the core mechanics and systems that have enough cards to warrant their own groupings. Now I'm thinking about how to structure the mermaid diagram for 181 cards—it'll be massive, so I need to choose between a left-to-right or top-to-bottom layout. Since the flow goes from individual cards up through engine capabilities to the root, a left-to-right graph with cards on the left, capabilities in the middle, and the root on the right seems clearest.
But I'm realizing many cards connect to multiple engine capabilities, not just one. Some cards like Champion of the Weird need both Behold and Cost System, while others like Springleaf Drum require Dynamic Mana plus a tap-creature cost mechanic. I should track these multi-dependency relationships as I build out the diagram so the connections are accurate.
The user did ask for the final leaves to be individual cards, so I can't collapse the 94 research cards into a single node—I need to keep them as separate leaf nodes even though it'll make the diagram large. Let me write out the markdown file now with all these dependencies mapped correctly. I'm weighing whether to create one comprehensive mermaid diagram with all 267 cards as leaf nodes, or split it into a summary diagram plus a detailed listing—the user specifically wants the cards as leaves, so I'll build the full diagram despite its size, being mindful that mermaid node IDs need to be unique and sanitized of special characters.
Writing the mermaid diagram... I'm realizing 267 leaf nodes will be massive no matter what, so I'll just write it as cleanly as possible and let the user decide if they want to trim it down. I'll use snake_case for node IDs and display the actual card names, then set up the graph as LR so cards flow left to right through capabilities to the root, which gives a sensible layout. I'll add some styling with classDefs to distinguish the root node, engine capabilities, and complete versus incomplete cards, then write out the full file. engine capabilities - they need RESEARCH first (to know what they actually do), and THEN they need whatever engine capabilities they turn out to need.
So "Research Needed" is itself a kind of interior node - a prerequisite before we can even categorize these cards. The cards connect to "Research Needed", and "Research Needed" connects to root (meaning once all research is done and implementations are complete, those cards are done).
But that's not quite right either. "Research Needed" isn't really an engine capability - it's a process step. Once researched, each card might need different engine capabilities. So the graph structure for research cards would actually be:
Card → Research → [unknown capability] → Root
But we can't show the unknown capability. So for now:
Card → Research & Implementation → Root
This is a simplification but it's the best we can do without actually doing the research.
I've been overthinking this. I'll create a single markdown file with the mermaid diagram, and for the 86 complete cards that all connect directly to root, I can use Mermaid's syntax to connect multiple cards to the same capability in one line, which will make the whole thing much more compact. Let me write it now.
Let me read the ecl.rs to get precise card-level data for the graph, and cross-reference with the remediation doc I already have.
>cd /mnt/dest-btrfs/home/jc/src/mage/mtg-rl && grep -c '^pub fn ' mtg-cards/src/sets/ecl.rs>grep '^pub fn ' mtg-cards/src/sets/ecl.rs | sed 's/pub fn \([a-z_]*\).*/\1/' | sort>grep -c 'fn [a-z_]*(id: ObjectId' mtg-cards/src/sets/ecl.rs>grep 'fn [a-z_]*(id: ObjectId' mtg-cards/src/sets/ecl.rs | sed 's/.*fn \([a-z_]*\)(id.*/\1/' | sortGood, I have all 267 card function names. Now let me identify which ones have Custom effects and which don't, to verify my categorization.
Now let me verify which cards have Custom stubs vs. which are truly complete.
>python3 -c "
import re
with open('mtg-cards/src/sets/ecl.rs') as f:
content = f.read()
# Split into functions
# Each function starts with 'fn name(id: ObjectId'
pattern = r'fn ([a-z_]+)\(id: ObjectId.*?\n\}'
funcs = re.findall(r'fn ([a-z_]+)\(id: ObjectId[^}]*?\n\}', content, re.DOTALL)
# Actually let's find the function boundaries more carefully
lines = content.split('\n')
func_name = None
func_body = []
results = {}
for line in lines:
m = re.match(r'fn ([a-z_]+)\(id: ObjectId', line)
if m:
if func_name:
results[func_name] = '\n'.join(func_body)
func_name = m.group(1)
func_body = [line]
elif func_name:
func_body.append(line)
if func_name:
results[func_name] = '\n'.join(func_body)
# For each function, check for Custom
for name in sorted(results.keys()):
body = results[name]
has_effect_custom = 'Effect::Custom' in body
has_static_custom = 'StaticEffect::Custom' in body
has_cost_custom = 'Cost::Custom' in body
has_cost_blight = 'Cost::Blight' in body
has_cost_remove = 'Cost::RemoveCounters' in body
has_cost_exile_gy = 'Cost::ExileFromGraveyard' in body
has_cost_exile_hand = 'Cost::ExileFromHand' in body
has_cost_sac_other = 'Cost::SacrificeOther' in body
has_cost_untap = 'Cost::UntapSelf' in body
has_cost_reveal = 'Cost::RevealFromHand' in body
issues = []
if has_effect_custom: issues.append('Effect::Custom')
if has_static_custom: issues.append('StaticEffect::Custom')
if has_cost_custom: issues.append('Cost::Custom')
if has_cost_blight: issues.append('Cost::Blight')
if has_cost_remove: issues.append('Cost::RemoveCounters')
if has_cost_exile_gy: issues.append('Cost::ExileFromGraveyard')
if has_cost_exile_hand: issues.append('Cost::ExileFromHand')
if has_cost_sac_other: issues.append('Cost::SacrificeOther')
if has_cost_untap: issues.append('Cost::UntapSelf')
if has_cost_reveal: issues.append('Cost::RevealFromHand')
if issues:
print(f'{name} | {\" + \".join(issues)}')
else:
print(f'{name} | COMPLETE')
" 2>&1Now I have precise data. Let me count:
COMPLETE (no Custom/broken effects at all): adept_watershaper, appeal_to_eirdu, aquitects_defenses, ashling_rekindled, assert_perfection, bile_vial_boggart, bitterbloom_bearer, blight_rot, blighted_blackthorn, bloom_tender, blossoming_defense, boggart_cursecrafter, boggart_prankster, boldwyr_aggressor, brambleback_brute, bre_of_clan_stoutarm, brigid_clachans_heart, bristlebane_battler, burdened_stoneback, celestial_reunion, changeling_wayfinder, chitinous_graspling, chomping_changeling, cinder_strike, clachan_festival, crossroads_watcher, darkness_descends, dawns_light_archer, deepchannel_duelist, disruptor_of_currents, dose_of_dawnglow, dream_seizer, dundo
, olin_weaver, elder_auntie, encumbered_reejerey, enraged_flamecaster, feed_the_flames, flame_chain_mauler, flamebraider, flamekin_gildweaver, flaring_cinder, flock_impostor, gangly_stompling, giantfall, graveshifter, great_forest_druid, grubs_command, hallowed_fountain, heirloom_auntie, high_perfect_morcant, hovel_hurler, keep_out, kinsbaile_aspirant, kirol_attentive_first_year, kithkeeper, kul
, rath_mystic, lasting_tarfire, lavaleaper, liminal_hold, lys_alana_dignitary, lys_alana_informant, merrow_skyswimmer, midnight_tilling, mischievous_sneakling, mistmeadow_council, moonglove_extractor, moonshadow, nameless_inversion, nightmare_sower, noggle_robber, overgrown_tomb, pestered_wellguard, prideful_feastling, protective_response, pyrrhic_strike, reaping_willow, reckless_ransacking, reluctant_dounguard, rimekin_recluse, run_away_together, sanar_innovative_first_year, scarblade_scout, scarblades_malice, sear, shore_lurker, silvergill_mentor, silvergill_pedd
, ler, sourbread_auntie, spell_snare, springleaf_drum, steam_vents, sting_slinger, stratosoarer, summit_sentinel, sun_dappled_celebrant, surly_farrier, sygg_wanderwine_wisdom, tanufel_rimespeaker, temple_garden, thoughtweft_charge, thoughtweft_lieutenant, timid_shieldbearer, trystan_callous_cultivator, trystans_command, tweeze, unexpected_assistance, unforgiving_aim, unwelcome_sprite, virulent_emissary, wanderbrine_preacher, wanderwine_distracter, warren_torchmaster, wary_farmer, wild_unraveling. Though many of these cards appear to have complete implementations without custom effects, I'm realizing some might actually be incorrect in how they're coded.
Looking at specific examples like ashling_rekindled and brigid_clachans_heart, the remediation doc marks them as pure placeholders, yet the code analysis shows no custom effects at all. That means they're technically complete as far as the code structure goes, but they're missing all their actual abilities. The distinction is important: a card showing as complete doesn't mean it has the right abilities implemented, just that we never added custom stubs for missing ones. I need to cross-reference against the remediation doc to identify which cards are genuinely incomplete versus which ones are wrong implementations. identify which "COMPLETE" cards are actually missing abilities.
From the remediation doc stub section, these cards are listed as stubs/placeholders but have NO Custom in their code:
I'm also seeing more cards that are either keyword-only stat sticks or have minimal implementation: Reaping Willow, Kithkeeper, Hovel Hurler, Lavaleaper, Lys Alana Dignitary, Moonshadow, Trystan with just deathtouch, Lasting Tarfire as a bare enchantment, and Flamebraider with nothing. From the partial section, Bloom Tender has the mana ability working but is missing the color-fixing logic it should provide. There's a discrepancy here — the code analysis shows Scarblades Malice as complete with no Custom stubs, but the remediation doc lists a missing delayed death trigger effect. Since the remediation doc was updated this session while the code analysis reflects the current state, I need to figure out whether the trigger was never implemented or already fixed. I'll use the code analysis to check for Custom stubs but rely on the remediation doc to determine if the card's actual functionality is complete.
For the mermaid diagram, leaf cards should connect based on their status: truly complete cards go straight to Root, while cards missing abilities or containing stubs need to route through implementation nodes depending on what engine capabilities they require. Some of the cards marked as complete in the remediation doc might actually be vanilla creatures with no special abilities at all, so I should verify a few of those.
Now I'm cross-checking the remediation doc's card counts against what I found in the code analysis to identify any discrepancies between the two sources.
I'm noticing a pattern: there are cards marked as COMPLETE in the code but listed as stubs or placeholders in the remediation doc, which suggests they have vanilla stats but are missing their actual abilities. I'm cataloging these mismatches—cards like Ashling Rekindled and Brigid, Clachan's Heart that are flagged as pure placeholders, alongside others like Hallowed Fountain that should have the pay-2-life ability but don't.
Continuing through the list, I see more of the same issue: cards without documented abilities like Lys Alana Dignitary, Moonshadow, and Wary Farmer, plus the shock lands (Overgrown Tomb, Steam Vents, Temple Garden) that are missing their mana abilities. There are also a couple of partial implementations—Bloom Tender should produce any color you control rather than just green, and Bre of Clan Stout needs checking.
Moving into the 20s, I'm noticing some cards have code marked complete but the documentation suggests they're incomplete or incorrect. Grubs' Command is flagged as complete in code but the doc describes it as a modal command with a destroy ability that doesn't match. Hallowed Fountain shows complete but should be a shock land. I'm starting to suspect the documentation might be outdated in places, or there's a mismatch between what was actually implemented and what's recorded.
Rather than chase down every discrepancy, I'll treat the remediation doc as the source of truth for what each card should do, and use the code analysis to see what's actually there. That way I can categorize cards as truly complete, missing implementation, or having broken custom stubs that need work. Let me just build the graph directly from the doc's own categorization instead of trying to reconcile everything.
I'll mark cards as going straight to Root only if they're checked off in the doc AND the code shows them complete AND there are no remaining issues flagged—everything else flows through their engine capability node. Even cards that look complete in code but are just placeholders still need full implementation work, which means researching what they're supposed to do. Now I'll lay out the diagram with Root at the top, engine capabilities in the middle, and cards at the bottom, grouping the capabilities into Cost System, Vivid Mechanic, and Modal.
Organizing the rest of the engine capability nodes—Equipment System, Evoke Mechanic, Eclipsed Cycle, Impulse Draw, Behold Mechanic, Shock Lands, Conditional Effects, Aura System, Player Choice, Creature Type Choice, Dynamic Mana Production, Planeswalker, Gain Control, Delayed Triggers, Spell Copy, and a catch-all for various single-card fixes. I should double-check which cards marked COMPLETE actually need more work.
Looking at grubs_command and hallowed_fountain specifically—grubs_command shows no Custom code but the doc notes it should have modal functionality, and hallowed_fountain is marked COMPLETE but lacks the mana abilities and life-payment that make it function as an actual Shock land. I need to verify whether these were genuinely fixed or if the documentation is just out of sync with the actual implementation.
The real distinction I should make is whether a card has all its required abilities working correctly, not just whether it avoids Custom code. So I'll use the remediation doc's own classification: cards listed as Complete go straight to Root, everything else needs engine work.
Now I'm tallying up the truly complete cards—those marked with checkmarks in the Complete section plus any partials that are explicitly labeled as fixed or complete. From the Complete section that's 57 cards, and then I'm going through the Partial section to identify which ones are actually done. Dose of Dawnglow is complete, and I'm tallying up the rest—Midnight Tilling, Blossoming Defense and Kulrath Mystic are duplicates, while Flamekin Gildweaver and Bristlebane Battler are done, giving me 27 unique cards. Adding the 2 fixed cards from the stub section brings the total to 86 truly complete cards, though I need to double-check Catharsis since it still has custom effects that need implementation.
That leaves 181 incomplete cards to work through. I'm starting with the 53 cards in the Partial section, cataloging what each one needs—Champion of the Weird requires Behold and cost implementation, several cards need the Eclipsed Cycle mechanic, and others are missing pieces like Vivid or conditional logic. Continuing through the remaining cards, I'm categorizing them by their implementation approach—most fall into familiar patterns like Vivid effects, Player Choice mechanics, and Cost Systems, though Scarblades Malice needs attention since the code appears complete but the documentation suggests it still requires delayed trigger logic. Continuing through the list, I'm seeing entries 49 through 56, though I need to double-check my count since I may have mixed up some cards. Let me verify which ones are actually marked as incomplete in the Partial section—I'm noticing there are both checked and unchecked entries, so I should only be counting the unchecked ones to get an accurate total. Continuing through the rest of the unchecked entries from the list...
I'm working through the math on what's actually incomplete. I had 86 items marked as done, but I need to account for Catharsis—it's marked complete in the partial section but still needs the evoke ability added. So that shifts it from the 86 into the incomplete count, bringing the total to 181 items that still need work, which checks out against my running total. Now I'm going through the 125 Stub cards to see which ones actually have complete code implementations. Looking at each one, some like ashling_rekindled and brigid_clachans_heart are marked as stubs but have full code—they're just missing ability descriptions. Others have Custom effects that need to be categorized as either Aura, Research, or something else.
Continuing through the list, I'm finding most of these cards use Effect::Custom or StaticEffect::Custom patterns, which means they need Research categorization. A few stand out like grubs_command which has complete code but the documentation indicates it should be Modal, and hallowed_fountain which is complete but documented as a Shock Lands card. Continuing through the card list, I'm seeing noggle_the_mind needs an Aura classification, then moving into omni_changeling and beyond. Most of these still require custom effect implementations, though overgrown_tomb is marked complete with a note that it should be a Shock Land instead of its current category. I'm tracking which cards are pure placeholders versus those with partial implementations like reaping_willow that only has keywords defined. Continuing through the card list, I'm seeing more cards that need custom effect implementations or are placeholders—temple_garden and steam_vents both marked as complete but actually belong in shock lands, trystan_callous_cultivator is just deathtouch so needs proper research, and the rest are scattered across research, modal, and aura categories depending on their effect complexity. I'm noticing a discrepancy with aquitects_defenses — the code marks it as COMPLETE with no Custom effects, but the documentation describes it as having both hexproof on entry and a static boost to the enchanted creature. The issue is that while the hexproof effect works, the boost relies on the aura attachment system which isn't fully implemented, so it should probably be categorized under Aura rather than fully functional.
Now I'm going through the remaining cards with Custom effects and sorting them by what's actually blocking them: meek_attack, champions_of_the_shoal, and boulder_dash all need research into their mechanics; ajani_outland_chaperone belongs in the planeswalker category; oko_lorwyn_liege requires research due to its transform ability; bogslithers_embrace and boneclub_berserker also need research, with the latter having additional complexity from its conditional logic.
Moving forward with more cards: creakwood_safewright needs the counter removal system implemented, while dawnhand_eulogist, dream_harvest, end_blaze_epiphany, and several others are blocked by needing research into their specific mechanics. I'm noting that flamebraider and hovel_hurler are marked complete but still need research categorization since they're either pure placeholders or stat sticks with potential hidden abilities, and goatnap requires the gain control system.
Continuing through the list, I'm seeing a pattern where most cards have custom effects that need research, with a few exceptions like mirrorform which needs spell copy mechanics, moon_vigil_adherents which has conditional logic, and slumbering_walker which needs cost system work. I've already flagged mistmeadow_council as fixed since it's in the complete list, and riverguards_reflexes might be a simpler fix than the others.
Now I'm compiling the final categorization with 86 cards marked complete and ready to move to root, then organizing the remaining cards by their system requirements—cost mechanics, conditional effects, research items, and spell copy functionality. Looking at grubs_command more closely, it's marked as complete in the code but the documentation indicates it's actually a modal spell where the destroy effect is just one of several modes—so it needs the full modal system implemented to function properly. Beyond that, I'm seeing several other mechanic groups that need attention: the equipment system with four cards, the evoke mechanic across three cards, the eclipsed cycle with five variants, and impulse draw mechanics that appear to be cut off.
Continuing through the remaining mechanics, I'm tracking the behold system with four champions that have additional cost or conditional layers, the shock lands cycle with five dual lands, and a larger set of nine cards with conditional or dynamic effects that require more complex tracking like life gain totals and state-dependent triggers.
Now I'm cataloging the aura system with around ten enchantments, though I'm second-guessing whether all of them truly function as auras—lasting_tarfire seems to be a pure enchantment with no abilities, so that should move to research instead, and aquitects_defenses might work independently of the aura framework despite its hexproof and static boost. without aura attachment, the ETB hexproof works. The static boost may or may not work depending on filter handling. I'll put it in Aura since its full functionality depends on aura attachment.
Player Choice (7 cards):
Creature Type Choice (4 cards):
Now I'm looking at the remaining categories: dynamic mana sources, a planeswalker, control effects, delayed triggers, spell copying, casting from exile, and a few cards that just need straightforward fixes like self-tapping, token generation, graveyard interaction, and token swapping.
I need to figure out where deepway_navigator fits since it has both mass untap and conditional effects—it might belong in multiple categories or need its own spot. Let me count what I've categorized so far: that's roughly 88 unique cards across all the categories I've listed. With about 181 total cards in the deck, that leaves around 93 still uncategorized.
Now I'm looking at the cards that need deeper research into their Java implementations before I can determine what engine capabilities they actually require. From the stub section, there's a substantial list of cards like ashling_rekindled, brigid_clachans_heart, figure_of_fable, and others that I'll need to investigate further. Continuing through the card list...
that brings me to 93 Research cards total. Now I'm identifying the multi-dependency cards that combine multiple mechanics—like champion_of_the_weird mixing Behold with Cost, or soul_immolation layering Player Choice with variable blight costs. Let me tally up the single-category breakdowns to see where the distribution sits. Impulse is 3, and Behold shows up twice with champions and the clachan variant, though some cards have multiple dependencies. Shock mechanics appear 5 times, and I'm working through the Conditional category now—cards like feisty_spikeling, gallant_fowlknight, and thoughtweft_imbuer fit here, though I need to verify moon_vigil_adherents since it has that static effect tied to creature count.
After recounting, Conditional lands at 9 total. Aura effects dominate with 9 cards including evershrikes_gift and shimmerwilds_growth, while Player Choice and Type Choice mechanics show up 7 and 4 times respectively. The remaining categories are smaller—Dynamic Mana at 3, with single instances of Planeswalker, Control, Delayed, Copy, and CastExile effects, plus 5 cards that fit the Simple Fix pattern.
Now I'm identifying the multi-dependency cards where mechanics overlap—champion_weird combines Behold with Cost, champion_path pairs Behold with Conditional, and a few others layer different mechanics together, giving me 6 cards that bridge multiple categories. Research is sitting at 93, which I should verify against the full count to make sure everything adds up correctly. 6 Cost System cards, 8 Vivid cards, 5 Modal cards, 4 Equipment cards, 3 Evoke cards, 5 Eclipsed cards, and I'm partway through counting Impulse cards.
Continuing through the remaining categories: 2 Behold cards, 5 Shock lands, 9 Conditional single cards, and 8 Aura cards so far. I'm finishing up the categorization with the remaining cards—rooftop percher, crib swap, and temporal cleansing round out the simple fixes. Then I've got the multi-dependency cards that don't fit neatly elsewhere. Let me add everything up to see where the total lands.
Now I'm verifying the math: the categorized cards total 88, and with the 93 research cards that brings me to 181 incomplete items. Combined with the 86 complete cards, that's 267 total, which checks out.
I'm about to generate a mermaid diagram to visualize this structure. The multi-dependency cards will branch out to multiple capability nodes, and I need to decide whether to list all 93 research cards individually or group them—the user specifically asked for the final leaves to be individual cards, so I'll list them out even though it'll be lengthy.
Writing the diagram... Writing the mermaid diagram...
Good, now I have precise data. Let me count and verify the categorizations.
>python3 -c "
import re
with open('mtg-cards/src/sets/ecl.rs') as f:
content = f.read()
lines = content.split('\n')
func_name = None
func_bodies = {}
for line in lines:
m = re.match(r'fn ([a-z_]+)\(id: ObjectId', line)
if m:
if func_name:
func_bodies[func_name] = '\n'.join(func_body)
func_name = m.group(1)
func_body = [line]
elif func_name:
func_body.append(line)
if func_name:
func_bodies[func_name] = '\n'.join(func_body)
complete = []
incomplete = []
for name in sorted(func_bodies.keys()):
body = func_bodies[name]
has_issues = any(x in body for x in ['Effect::Custom', 'StaticEffect::Custom',
'Cost::Custom', 'Cost::Blight', 'Cost::RemoveCounters',
'Cost::ExileFromGraveyard', 'Cost::ExileFromHand', 'Cost::SacrificeOther',
'Cost::UntapSelf', 'Cost::RevealFromHand'])
if has_issues:
incomplete.append(name)
else:
complete.append(name)
print(f'Code-complete (no Custom/broken): {len(complete)}')
print(f'Code-incomplete (has Custom/broken): {len(incomplete)}')
print(f'Total: {len(complete) + len(incomplete)}')
print()
print('=== Code-complete cards ===')
for c in complete:
print(c)
print()
print(f'Count: {len(complete)}')
"
So 114 cards have no Custom/broken effects in their code. But some of these are incomplete because:1. They're pure placeholders (no abilities at all when the real card has abilities) 2. They have mana abilities that produce the wrong color3. They're missing functionality like delayed triggers 4. They're shock lands with no ETB replacement
Let me separate the 114 code-complete cards into truly complete vs. functionally incomplete.
Truly complete (from remediation doc Complete section + fixed Partial/Stub):
The 57 from Complete section
The 27 fixed from Partial section (excluding duplicates and Catharsis)
The 2 fixed from Stub section (Clachan Festival, Mistmeadow Council) = 86 truly complete cards
That leaves 28 cards from the code-complete list that are actually missing key abilities—things like ashling_rekindled being a pure placeholder, bloom_tender producing the wrong mana colors, or brigid_clachans_heart having no real implementation despite having code.
Continuing through the rest of the incomplete ones: great_forest_druid also has mana production issues, grubs_command only implements one of its modal options, hallowed_fountain and overgrown_tomb are shock lands missing the pay-life mechanic, and several others like kirol_attentive_first_year, lasting_tarfire, and lys_alana_dignitary are just placeholders with no actual card logic.
Now I'm tallying up the final count—that brings us to 28 cards total, which checks out against the 86 from the code-incomplete list. For organizing these by category, I'm seeing four shock lands that need fixing: hallowed_fountain, overgrown_tomb, steam_vents, and temple_garden, though blood_crypt is already flagged separately since it has custom stubs in the code. I'm looking at a list of cards that might actually be complete vanilla creatures rather than placeholders—hovel_hurler as a flying giant and kithkeeper as a flying elemental could genuinely just be stat sticks without additional mechanics, though the documentation suggests they should have more depth.
Since I can't verify against the source code, I'm marking these as needing research rather than assuming they're incomplete. The final count shows 86 truly complete cards ready to map directly, with the remaining incomplete ones organized by what system capabilities they're missing—7 cards need the cost system, 9 need Vivid mechanics, and so on.
Now I'm working through the modal abilities category, though I'm realizing "choose creature type" is distinct from the standard modal choice mechanic, so chronicle_of_victory belongs in its own bucket. Looking at grubs_command more carefully, the code indicates it's already complete with the destroy mechanic implemented, which changes how I'm categorizing it.
Let me recount the actual modal cards: grubs_command, ashlings_command, aunties_sentence, brigids_command, and syggs_command—that's five, not six. I need to verify whether there are additional modal cards I'm missing or if I miscounted earlier. I'm confirming the Type Choice category with those four cards, then moving through the remaining mechanics: Equipment has four cards, Evoke covers three, the Eclipsed creatures total five, Impulse adds three more, and Behold splits into two single-dependency champions versus the multi-dependency ones.
Now I'm working through Shock lands—five of them—and then the Conditional cards, which are giving me a count to verify. I listed nine unique single-dependency cards there, but I'm double-checking my tally since I had a different number before. The multi-dependency cards like champion_of_the_path and deepway_navigator also feed into this category, which complicates the accounting.
Moving on to Auras, I've got ten cards identified, though I'm second-guessing whether lasting_tarfire belongs here or needs further research. That brings me to nine confirmed Aura cards. For Player Choice effects, I'm looking at six single-dependency cards, with soul_immolation set aside as multi-dependency. Finally, there are four Type Choice cards rounding out this section.
Now I'm cataloging the remaining mechanics: three cards with dynamic mana effects, one Planeswalker, and then single cards each for gain control, delayed triggers, spell copying, and casting from exile. I've also got five cards that need minor fixes for various reasons—self-tapping, token generation, graveyard exile, token replacement, and library tucking. The multi-dependency section is starting to take shape with at least six cards that involve multiple mechanics layered together.
I'm realizing I need to be more careful with my count on the research pile. The 93 code-incomplete cards are separate from the 17 code-complete ones missing abilities, so I should be tracking those as distinct groups rather than trying to combine them. So that's 79 cards total from the categorized incomplete set, leaving 74 cards to move into Research from the code-incomplete pool. Adding in the 28 cards that are code-complete but functionally incomplete gives me 91 total cards heading to Research. Let me verify: 79 plus 74 plus 28 equals 181, which checks out against the total incomplete count. For the graph visualization, I'm merging these into a single Research/Full Implementation node showing 91 cards, then I need to assign engine capabilities across all 181 incomplete cards, starting with Cost at 6 from the code-incomplete group.
Now I'm breaking down the engine capability distribution across all the incomplete cards—Vivid has 8, Modal combines 5 code-incomplete with 1 code-complete for 6 total, Equipment sits at 4, and I'm tracking similar splits for Evoke, Eclipsed, Impulse, Behold, Shock, Conditional, Aura, Choice, Type Choice, Mana, PW, and Control, accounting for both code-incomplete and code-complete cards in each category.
Finishing the tally with Delayed, Copy, CastExile, Simple Fix, Multi-dep, and Research—which has the largest pool at 91 cards split between 74 incomplete and 17 complete implementations—and adding everything up across all categories gives me a total of 181 cards to work through.
Now I'm creating a mermaid diagram in a new documentation file to visualize the dependency graph. For the smaller card fixes like iron_shield_elf, mutable_explorer, rooftop_percher, crib_swap, and temporal_cleansing, I'm grouping them under "Miscellaneous Effects" since each one only needs a single targeted engine addition. The multi-dependency cards like champion_of_the_weird and champion_of_the_path will have edges pointing to their respective engine nodes—Behold and Cost—to show those relationships clearly.
I'm deciding between a top-down and left-to-right layout for the graph. Top-down would stack the root at the top with engine nodes in the middle layer and all 267 cards below, creating three distinct layers. Left-to-right would arrange things horizontally instead, which might work better for readability depending on the final card count.
I think organizing it systematically will work best: define the root and engine nodes first, connect them, then map each engine node to its cards, handle the complete cards separately, and finally wire up the multi-dependency cards to their respective engine nodes.
Writing the diagram now...
Now I have all the data I need. Let me build the dependency graph. I need to cross-reference code-complete cards with the remediation doc to find cards that are code-complete but functionally incomplete (e.g., shock lands with no abilities, placeholders with no stubs).
Wait, I have a few issues with the graph:
I have a duplicate node issue with boggart_mischief - I listed it under both CHOICE and COND. It should probably only be under CHOICE (player choice for blight). Let me fix this.
I added trystan_s_command_modal to modal but Trystan's Command is actually in the complete list. Its "modal modes missing" is a minor issue (it works as a destroy spell but misses the other mode). I should remove it from Modal since it's already in Complete.
I have slumbering_walker appearing both in Cost/Cond (multi-dep) and as slumbering_walker_r in Research. That's wrong - it should only appear once.
Since it needs Cost + Conditional, it should be in the multi-dep section, not Research. Let me move it there and remove the Research version.
boggart_mischief_cond - there's a duplicate boggart_mischief. Let me fix this.Now I'm verifying the overall accuracy of the diagram by checking my card counts against the complete list - I have 84 cards listed in the graph but should have 86, so I need to recount and find what's missing.
Counting through the complete cards systematically... Continuing through the card list...
that brings us to 86 total. Now I'm checking for duplicate card IDs—I see boggart_mischief is listed in both CHOICE and COND categories, which shouldn't happen since each card needs a single ID. The main mechanic for Boggart Mischief is the ETB blight choice where the player decides whether to create tokens, so that belongs in CHOICE. The dies trigger works fine on its own, so I should remove the COND version.
I also notice trystan_s_command_modal is marked as Complete but still appears in the Modal list—I need to remove it from Modal since it's already handled. Similarly, slumbering_walker_r is duplicated across Research and the multi-dep section, so I'll drop it from Research.
For Boggart Mischief specifically, the blight effect here isn't a cost but rather an optional outcome of the choice, so keeping it under CHOICE alone makes sense. Let me clean up these overlaps now.
Looking at my totals, I should have 181 incomplete items once I make these corrections: removing Trystan's Command from Modal (5 instead of 6), removing boggart_mischief_cond from Conditional (9 instead of 10), and removing slumbering_walker_r from Research (90 instead of 91).
Let me add these up to verify: 6+8+5+4+3+5+3+2+5+9+9+6+4+3+1+1+1+1+1+5+6+90 equals 178, which means I'm still short by 3 cards. The cards I removed must need to be recategorized somewhere else rather than just deleted. I'm finishing out the remaining categories and adding them up—Mana is 3, then PW, Control, Delayed, Copy, Cast Exile are each 1, Misc is 5, Multi-dep is 6, and Research is a big 91. Let me verify the total by running through the sum again to make sure everything checks out.
Wait, I'm getting 179 instead of 181, so I'm off by 2 cards somewhere. The problem might be that slumbering_walker is getting counted twice—once in the multi-dep category and again in Research—so I need to recalculate what Research should actually be by subtracting all the other categorized cards from the total. I'm tracking down where I miscounted by checking each category. Boggart Mischief was duplicated across CHOICE and COND, so removing it from COND brings that down to 9. I also mistakenly included Trystan's Command Modal when it should be in Complete, so MODAL drops to 5. With these corrections, my category totals now add up properly to 93. I'm going through all the leaf nodes in my diagram to get an accurate count. Let me tally everything up: Complete cards, Cost modifiers, Vivid effects, Modal options, Equipment, Evoke, Eclipsed, Impulse, Behold variants, Shock, Conditional effects (removing the boggart_mischief duplicate), Aura, Choice, Type Choice, Mana, Planeswalker, Control, Delayed, and Copy mechanics. That gives me a comprehensive breakdown of all 181 cards across these categories.
Now I'm realizing the multi-dep cards are the tricky part—they're cards like champion_of_the_weird that have edges pointing to multiple capability nodes, but they're still individual leaf nodes in the diagram, not duplicates. So I need to make sure I'm not double-counting them when I'm tallying everything up. I'm getting 181 total incomplete cards, which checks out, but my diagram shows only 91 Research entries when I need 93—looks like I miscategorized a couple somewhere. Rather than hunt down the exact discrepancy, I'll focus on fixing the known duplicates and errors: removing trystan_s_command_modal from the MODAL section since it's already in Complete, dropping boggart_mischief_cond from COND since it's a duplicate of boggart_mischief in CHOICE, and cleaning up a few other entries.
Let me fix a few issues in the diagram — duplicate nodes and a card that's in Complete but also listed under Modal.
Now fix the duplicate/incorrect nodes:
Good, EventType::BeginCombat exists. Now let me read the GainKeywordUntilEndOfTurn match arm to understand how it applies:
Now I need to add 2 more Research cards to get from 91 to 93. Let me figure out which cards I missed. Let me count all the Research cards in the diagram:
abigale_eloquent_first_year
ashling_rekindled
bloodline_bidding
bogslithers_embrace
boulder_dash
brigid_clachans_heart
celestial_reunion
champions_of_the_shoal
curious_colossus
dawnhand_eulogist
dream_harvest
eirdu_carrier_of_dawn
end_blaze_epiphany
figure_of_fable
firdoch_core
flamebraider
flitterwing_nuisance
foraging_wickermaw
formidable_speaker
gathering_stone
glamer_gifter
glen_elendra_guardian
glen_elendras_answer
gloom_ripper
goliath_daydreamer
gravelgill_scoundrel
grub_storied_matriarch
harmonized_crescendo
hexing
_squelcher 30. high_perfect_morcant 31. hovel_hurler 32. illusion_spinners 33. impolite_entrance 34. kinbinding 35. kindle_the_inner_flame 36. kinscaer_sentry 37. kirol_attentive_first_year 38. kithkeeper 39. lasting_tarfire 40. lavaleaper 41. lluwen_imperfect_naturalist 42. loch_mare 43. lys_alana_dignitary 44. maralen_fae_ascendant 45. meanders_guide 46. meek_attack 47. moonshadow 48. morcants_eyes 49. morcants_loyalist 50. morningtides_light 51. mornsong_aria 52. mudbutton_cursetosser 53. oko_lorwyn_liege 54. omni_changeling 55. perfect_intimidation 56. personify 57. prismatic_undercurrents 58. pucas_eye 59. pummeler_for_hire 60. raiding_schemes 61. reaping_willow 62. requiting_hex 63. retched_wretch 64. rhys_the_evermore 65. rimefire_torque 66. riverguards_reflexes 67. sanar_innovative_first_year 68. sapling_nursery 69. selfless_safewright 70. shadow_urchin 71. soulbright_seeker 72. spinerock_tyrant 73. spry_and_mighty 74. sunderflock 75. swat_away 76. sygg_wanderwine_wisdom 77. tam_mindful_first_year 78. taster_of_wares 79. tend_the_sprigs 80. thirst_for_identity 81. tributary_vaulter 82. trystan_callous_cultivator 83. twilight_diviner 84. twinflame_travelers 85. unbury 86. vibrance 87. vinebred_brawler 88. wanderbrine_trapper 89. wanderwine_farewell 90. wary_farmer 91. wildvine_pummeler 92. winnowing 93. wistfulness
I've got 93 entries total after removing slumbering_walker_r from the original count. ing through the list, continuing from flitterw to lasting_tarfire. I'm working through entries 17 through 39, making sure I have the complete sequence after the removal.
Now I'm moving through entries 40 to 62, compiling the next batch of card names from lavaleaper through requiting_.
Continuing with entries 63 through 84, finishing out the list with cards like retched_wretch, rhys_the_evermore, and twinflame_travelers.
Now I'm looking at the remaining Research cards—unbury through wistfulness—which brings me to 93 total. But wait, I removed slumbering_walker_r as a comment, which means I should have 90 actual entries in the diagram, not 93. I'm short 3 cards somewhere. Let me cross-reference against the full 267-card list to find which Research cards I'm missing.
Writing a verification script...
Let me verify all 267 cards are accounted for in the diagram.
>python3 -c "
import re
# Get all card function names from ecl.rs
with open('mtg-cards/src/sets/ecl.rs') as f:
ecl = f.read()
all_cards = set(re.findall(r'fn ([a-z_]+)\(id: ObjectId', ecl))
print(f'Total cards in ecl.rs: {len(all_cards)}')
# Get all node IDs from the graph
with open('docs/ecl-dependency-graph.md') as f:
graph = f.read()
# Find all node definitions: identifier[\"...\"] or identifier((...))
# Node IDs are the part before [ or (
graph_nodes = set()
for m in re.finditer(r'^\s+([a-z_0-9]+)\[', graph, re.MULTILINE):
node_id = m.group(1)
# Skip engine capability nodes
if node_id.upper() == node_id:
continue
graph_nodes.add(node_id)
# Also check for alternate IDs (moon_shadow_r, etc.)
# Map graph IDs to card names
id_to_card = {}
for gid in graph_nodes:
# Strip _r suffix used for dedup
card = gid.rstrip('_r').rstrip('_')
if card.endswith('_r') and card[:-2] in all_cards:
card = card[:-2]
id_to_card[gid] = card
# Find cards not in the graph
matched_cards = set()
for gid in graph_nodes:
# Try exact match first
if gid in all_cards:
matched_cards.add(gid)
else:
# Try without _r suffix
base = gid.rstrip('_r')
if base in all_cards:
matched_cards.add(base)
missing = all_cards - matched_cards
print(f'Cards in graph: {len(matched_cards)}')
print(f'Missing from graph: {len(missing)}')
for c in sorted(missing):
print(f' {c}')
"
Only 1 card missing: moonshadow. I used moon_shadow_r as the ID in the Research section which doesn't match moonshadow. Let me fix this.
Just one card with a mismatched ID. Let me fix it.
Now let me verify all 267 are accounted for and update the summary table to be accurate.
Let me read the GainKeywordUntilEndOfTurn handling in execute_effects.
>python3 -c "
import re
with open('mtg-cards/src/sets/ecl.rs') as f:
ecl = f.read()
all_cards = set(re.findall(r'fn ([a-z_]+)\(id: ObjectId', ecl))
with open('docs/ecl-dependency-graph.md') as f:
graph = f.read()
# Count edges to each target
edge_pattern = re.compile(r'^\s+([a-z_0-9]+)\[.*?\]\s*-->\s*(\w+)', re.MULTILINE)
edges = edge_pattern.findall(graph)
# Also count comment-style edges
comment_edges = re.compile(r'^\s+([a-z_0-9]+)\s*-->\s*(\w+)', re.MULTILINE)
all_edges = comment_edges.findall(graph)
# Count per target
from collections import Counter, defaultdict
target_counts = Counter()
card_targets = defaultdict(set)
for src, tgt in all_edges:
if src == src.upper(): # skip capability->ROOT edges
continue
target_counts[tgt] += 1
card_targets[src].add(tgt)
# Count unique cards per target
unique_per_target = defaultdict(set)
for src, tgts in card_targets.items():
for t in tgts:
unique_per_target[t].add(src)
print('Edges per target (leaf → capability):')
for t in sorted(unique_per_target.keys()):
print(f' {t}: {len(unique_per_target[t])} cards')
# Check total unique cards in graph
all_leaf_ids = set(card_targets.keys())
print(f'\nTotal unique leaf nodes: {len(all_leaf_ids)}')
# Find any cards in ecl.rs not matched
matched = set()
for lid in all_leaf_ids:
if lid in all_cards:
matched.add(lid)
elif lid + '_r' not in all_leaf_ids: # try stripping suffixes
pass
missing = all_cards - matched
print(f'Missing: {len(missing)}')
for m in sorted(missing):
print(f' {m}')
# Cards with multiple targets (multi-dep)
multi = {k: v for k, v in card_targets.items() if len(v) > 1}
print(f'\nMulti-dep cards: {len(multi)}')
for k, v in sorted(multi.items()):
print(f' {k}: {sorted(v)}')
"
The regex isn't matching properly. The issue is that the mermaid syntax uses ["display text"] and the regex needs to match that properly. The \[ in the regex is correct but the parsing issue is that some lines have display text containing brackets or other special characters. Let me debug.
Actually, I think the issue is the regex. Let me look at a sample line from the graph:
adept_watershaper["Adept Watershaper"] --> ROOTThe regex r'^\s+([a-z_0-9]+)\[.*?\]\s*-->\s*(\w+)' should match this.
But the second pattern r'^\s+([a-z_0-9]+)\s*-->\s*(\w+)' won't catch lines with the bracket notation in between. I need to update the regex to handle both formats—with and without the display text brackets.
>python3 -c "
import re
with open('mtg-cards/src/sets/ecl.rs') as f:
ecl = f.read()
all_cards = set(re.findall(r'fn ([a-z_]+)\(id: ObjectId', ecl))
with open('docs/ecl-dependency-graph.md') as f:
graph = f.read()
# Match: node_id[\"...\"] --> TARGET or node_id --> TARGET
edge_pattern = re.compile(r'^\s+([a-z][a-z_0-9]*?)(?:\[.*?\])?\s*-->\s*(\w+)', re.MULTILINE)
edges = edge_pattern.findall(graph)
from collections import Counter, defaultdict
card_targets = defaultdict(set)
for src, tgt in edges:
card_targets[src].add(tgt)
# Find cards from ecl.rs matched to graph
matched = set()
for lid in card_targets.keys():
if lid in all_cards:
matched.add(lid)
missing = all_cards - matched
print(f'Graph leaf nodes: {len(card_targets)}')
print(f'Matched to ecl.rs: {len(matched)}')
print(f'Missing from graph: {len(missing)}')
if missing:
for m in sorted(missing):
print(f' {m}')
# Count per target
target_cards = defaultdict(list)
for src, tgts in card_targets.items():
for t in tgts:
target_cards[t].append(src)
print(f'\nEdges per target:')
for t in sorted(target_cards.keys()):
print(f' {t}: {len(target_cards[t])} cards')
# Multi-dep
multi = {k: v for k, v in card_targets.items() if len(v) > 1}
print(f'\nMulti-dep cards: {len(multi)}')
for k, v in sorted(multi.items()):
print(f' {k}: {sorted(v)}')
"
All 267 cards accounted for. Now let me update the summary table to match the actual counts (which include multi-dep cards being counted in multiple capability groups).
/// Put counters on the source permanent (self), regardless of targets./// Used in compound effects where other effects target a different permanent.AddCountersSelf { counter_type: String, count: u32 },pub fn add_counters_self(counter_type: &str, count: u32) -> Self { Effect::AddCountersSelf { counter_type: counter_type.to_string(), count, }}Effect::AddCountersSelf { counter_type, count } => { if let Some(source_id) = source { let ct = crate::counters::CounterType::from_name(counter_type); if let Some(perm) = self.state.battlefield.get_mut(source_id) { perm.add_counters(ct, *count); } }}#[test]fn add_counters_self_with_separate_target() { // Compound effect: AddCountersSelf puts -1/-1 on source while // GainKeywordUntilEndOfTurn gives haste to a different target. // ... creates two creatures, executes compound effect, verifies: // - Source has -1/-1 counter, no haste // - Target has haste, no -1/-1 counter}Ability::triggered(id, "At the beginning of combat on your turn, you may put a -1/-1 counter on Warren Torchmaster. If you do, target creature gains haste until end of turn.", vec![EventType::BeginCombat], vec![Effect::add_counters_self("-1/-1", 1), Effect::gain_keyword_eot("haste")], TargetSpec::Creature).set_optional(), adept_watershaper["Adept Watershaper"] --> ROOT