Now let me check that the engine compiles before fixing cards:
Engine compiles. Now let me fix the cards. Let me fix them all with sed:
Tests pass. Now let me fix the cards. Let me fix each one:
1. FDN: Bite Down — pure bite spell
2. FDN: Affectionate Indrik — ETB fight trigger
Wait, sed replacing TargetSpec::None), could hit many places. Let me check.
That sed replaced ALL TargetSpec::None), with TargetSpec::Creature), — that's a disaster. Let me undo that.
Let me be much more careful with the edits. I'll use specific context in sed or read/edit individual cards.
Now for Affectionate Indrik, I need to change both the Effect and the TargetSpec on surrounding lines. Let me use a more precise approach:
3. FDN: Felling Blow — +1/+1 counter + bite
4. ECL: Assert Perfection — boost + fight
5. TDM: Piercing Exhale — pure fight
That should have fixed both Piercing Exhale (pure fight) and Knockout Maneuver (counter + fight). Let me verify:
Lines 1231 (Knockout Maneuver) and 1255 (Piercing Exhale) are fixed. Dragonclaw Strike (1215) is still Custom (expected — it has "double P/T" which we can't implement).
Now let me check if there are any remaining fight customs to handle:
Good. The remaining ones are:
These are all correctly deferred. Let me compile and test:
All 252 tests pass. Now let me update the documentation. First, let me update the work queue:
Now update the per-set remediation docs. Let me check the current state of the remediation docs for the affected cards:
Now let me check for Affectionate Indrik and Felling Blow in fdn-remediation.md:
Now update ROADMAP.md:
Let me read game.rs in parts and search for the fight/bite cards.
Now update the "next batches" section in the roadmap:
Let me verify the fixes are all correct by re-checking the modified card lines:
All 6 cards fixed. Let me do a final full test run to confirm everything is green:
All tests pass. Let me verify the remediation doc fixes took effect:
All done. Here's a summary of Batch 8: Fight/Bite mechanic:
Engine changes:
Effect::Fight — two creatures deal damage equal to their power to each other (mutual)Effect::Bite — source creature deals damage equal to its power to target (one-way)Effect::fight() and Effect::bite() constructorsfind_fight_creature() helper — uses source creature if on battlefield, otherwise auto-selects controller's strongest creaturefind_fight_target() helper — uses first target on battlefield, otherwise auto-selects opponent's strongest creatureCards fixed (6):
Custom → Effect::bite()Custom → Effect::fight() + TargetSpec::CreatureCustom → add_p1p1_counters(1), Effect::bite()Custom(fight) → Effect::fight()Custom → Effect::fight()Custom → add_p1p1_counters(1), Effect::fight()Tests added: fight_and_bite_effects, fight_auto_selects_creatures
252 tests passing (was 245 → 163 engine + 18 cards + 52 AI + 19 tests = 252).
Does the description of the mechanic work the same way as the Java implementation? +#### Fight/Bite Mechanic (DONE)
60 +Effect::Fight (mutual damage) and Effect::Bite (one-way damage) auto-select the controller's strongest creature as fighter and use explicit targets or opponen
+t's strongest creature. Fixed 6 cards. Remaining fight/bite cards blocked by modal spells (Batch 11), X-cost (Batch 15), or complex compound effects.
Good question. Let me check the Java implementation to see if fight/bite actually works differently.
No, it doesn't. The Java implementation is meaningfully different:
Java (FightTargetsEffect):
Java (DamageWithPowerFromOneToAnotherTargetEffect — bite):
Our implementation:
TargetSpecThe core issue is our TargetSpec system only supports one target type per ability, so we can't model the two-target "your creature + their creature" pattern that fight/bite spells actually use. The auto-select-strongest heuristic is a workaround.
For ETB triggers (Affectionate Indrik), it's mostly correct — the source is the creature, and the target is the opponent's creature. But for spells, the player should be choosing which creature fights, not auto-picking strongest.
Let me update the ROADMAP to be honest about this limitation:
Also update the phase summary:
And update the work queue similarly:
The docs now accurately describe the gap. To summarize: the Java implementation uses proper two-target selection where the player chooses both creatures, while our engine auto-picks the strongest creature as a heuristic since TargetSpec doesn't support multi-target with different filters. The damage mechanics (mutual for fight, one-way for bite) are correct — it's the creature selection that's simplified.
Let
Let's fix the gap please
Let me understand how targets flow through the system so I can design the fix properly.
Now let me see how targets are resolved when a spell is cast — how the engine goes from TargetSpec to the targets: &[ObjectId] that gets passed to execute_effects.
Now let me see how targets get selected when a spell goes on the stack.
Let me look at how the target flow works more broadly — how does the stack item get its targets populated? Let me check if there's a separate target selection phase.
Let me get more context on each of these cards to understand their exact effects.
Now let me see where targets get selected for spells (cast_spell currently uses targets: vec![]). Let me find the action processing:
I see the full picture now. The issue is deeper than just fight/bite — the engine currently never selects targets for any spell or ability. targets: vec![] is hardcoded everywhere. Fight/Bite auto-selection is actually consistent with how DealDamage, Destroy, etc. all work with empty targets.
Let me look at how the action space and legal actions work to understand what a proper fix entails.
Good — the heuristic and random players already implement choose_targets. Now let me look at Outcome to understand the good/bad distinction:
Now I have the full picture. Let me implement the fix. The plan:
TargetSpec::CreatureYouControl and TargetSpec::OpponentCreatureTargetSpec::fight_targets() builderresolve_targets_for_spec() helper in game.rscast_spell()Now add a builder for fight targets:
I need to add a builder for TargetSpec. Let me add it after the StaticEffect builders:
Now the big part — wire up target selection in cast_spell() and the trigger resolution path. Let me add a select_targets_for_spec() method and update cast_spell():
Now I need to add target selection. The cleanest approach: extract the spell's TargetSpec, build legal targets, ask the decision maker, and put them on the stack.
Now I need to add the select_targets_for_spec method and update the trigger path too. Let me also check the trigger path:
Now let me add the select_targets_for_spec method. I'll put it near the other helper methods:
I'll add select_targets_for_spec before the fight helpers:
Now update the Fight/Bite match arms to use targets[0] and targets[1] when available (two-target mode), falling back to the old behavior for ETB triggers (source + target):
Now replace the Fight/Bite match arms with versions that use explicit targets when available:
Now replace the old find_fight_creature and find_fight_target with a unified resolve_fight_pair:
Now update the card definitions to use TargetSpec::fight_targets() for fight/bite spells:
Engine compiles. Now update the fight/bite cards to use TargetSpec::fight_targets():
Let me look at the context around each card to update correctly:
Now update each card. For fight/bite spells, use TargetSpec::fight_targets(). For triggered abilities (Affectionate Indrik), keep TargetSpec::OpponentCreature since source is the creature:
Let me verify the changes:
Good. Now let me also handle the compound cards (Knockout Maneuver, Felling Blow, Assert Perfection). For these, the add_p1p1_counters(1) or boost_until_eot(1, 0) effect currently goes to targets, but now targets[0] is "your creature" and targets[1] is "opponent's creature". The counter/boost should go to YOUR creature (targets[0]), which is actually correct now — AddCounters applies to targets, and targets[0] IS the controller's creature. Let me verify that's how it works:
Looking at the AddCounters match arm — it applies to targets (all of them) or falls back to source. With fight_targets, targets[0] = your creature, targets[1] = opponent's creature. So add_p1p1_counters(1) would put a counter on BOTH creatures. That's wrong — it should only go on your creature.
This is the compound effect problem. I need to think about how to handle this. In Java, Knockout Maneuver uses a specific effect class that handles the counter + fight as one unit, with the counter going to the first target.
For our engine, the simplest fix: the AddCounters should only apply to the first target when used with fight. But the engine doesn't know that — it applies to all targets.
Let me check if this is actually a problem by looking at how effects chain with targets:
Let me check how Java handles the compound case (counter + fight):
Read docs/work-queue.md and do the next unchecked batch. For each batch:
mtg-engine/src/abilities.rs, mtg-engine/src/game.rs) to understand current Effect/StaticEffect variantsgame.rs mod tests)cargo check -p mtg-cards && cargo test --libdocs/{fdn,tla,tdm,ecl}-remediation.md, update ROADMAP.mddocs/work-queue.md with today's dateIf a batch turns out to be wrong or more complex than described, update the queue with what you learned and move on to the next one.
Interesting — Java's Knockout Maneuver uses Bite (DamageWithPowerFromOneToAnotherTargetEffect), not Fight! Let me also check the Java for Piercing Exhale and Assert Perfection:
Key finding — Piercing Exhale, Knockout Maneuver, Assert Perfection, and Felling Blow are ALL Bite, not Fight! The Java implementations all use DamageWithPowerFromOneToAnotherTargetEffect (one-way damage). The original Rust comments incorrectly said "fights". Let me verify Affectionate Indrik is actually Fight:
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:
Initial Request: User asked to read docs/work-queue.md and do the next unchecked batch. They provided a detailed 9-step process for each batch.
Batch 8 Identification: The next unchecked batch was Batch 8: Fight/Bite mechanic. The work queue listed ~10 cards needing fight/bite across FDN, ECL, and TLA.
Engine Investigation: Read abilities.rs and game.rs to understand current Effect/StaticEffect variants. Found that Fight/Bite didn't exist yet.
Card Discovery via Grep: Found fight/bite cards across all 4 set files:
Initial Implementation: Added Effect::Fight and Effect::Bite variants with auto-selection heuristic (pick controller's strongest creature, pick opponent's strongest creature). Added find_fight_creature() and find_fight_target() helpers. Fixed 6 cards. All tests passed (252).
User Feedback - Critical: User questioned whether the ROADMAP description matches Java implementation. This was the key turning point.
Java Investigation: Read Java source files:
FightTargetsEffect.java: Uses TWO explicit player-chosen targetsDamageWithPowerFromOneToAnotherTargetEffect.java: Also TWO explicit targets, one-way damageBiteDown.java: Uses DamageWithPowerFromOneToAnotherTargetEffect with two targetsGap Identified: Our engine auto-selects strongest creature instead of player choice. Java uses proper two-target selection. Updated ROADMAP to honestly describe the limitation.
User Request to Fix Gap: User said "Let's fix the gap please"
Deep Architecture Investigation: Discovered that the entire targeting system is a no-op:
cast_spell() hardcodes targets: vec![]compute_legal_actions() hardcodes targets: vec![]Implementing the Fix:
TargetSpec::CreatureYouControl, TargetSpec::OpponentCreature, TargetSpec::PairTargetSpec::fight_targets() builderselect_targets_for_spec() method in game.rs that builds legal targets and asks decision makerslegal_targets_for_spec(), target_spec_description(), target_spec_outcome() helperscast_spell() to extract TargetSpec from spell abilities and select targetsfind_fight_creature/find_fight_target with unified resolve_fight_pair() that handles three cases: two explicit targets, source+target (ETB), and fallback auto-selectTargetSpec::fight_targets() (spells) or TargetSpec::OpponentCreature (ETB trigger)Critical Discovery - Wrong Effect Types: When checking Java source for compound cards, discovered that Piercing Exhale, Knockout Maneuver, Assert Perfection, and Felling Blow ALL use DamageWithPowerFromOneToAnotherTargetEffect — they are ALL Bite (one-way damage), NOT Fight! Only Affectionate Indrik uses FightTargetSourceEffect (mutual damage).
Compound Effect Problem: With TargetSpec::fight_targets(), targets[0]=your creature, targets[1]=opponent's creature. But AddCounters applies to ALL targets, so for Knockout Maneuver/Felling Blow, the +1/+1 counter would wrongly go on both creatures.
Java Pattern for Compound Effects: In Java:
AddCountersTargetEffect applies to target 1 (first target = your creature)DamageWithPowerFromOneToAnotherTargetEffect uses target 1's power to damage target 2The conversation was interrupted right as we discovered that:
Current state of code changes (partially applied, NOT yet verified):
abilities.rs: New TargetSpec variants added, fight_targets() builder addedgame.rs: select_targets_for_spec() and helpers added, cast_spell() updated to select targets, resolve_fight_pair() replaces old helpersSummary:
Primary Request and Intent:
The user asked to read docs/work-queue.md and complete the next unchecked batch (Batch 8: Fight/Bite mechanic) following a 9-step process. After the initial implementation, the user pointed out that the ROADMAP description didn't match Java's implementation, specifically asking "Does the description of the mechanic work the same way as the Java implementation?" After I confirmed it didn't (auto-selection vs. player-chosen two-target), the user explicitly requested: "Let's fix the gap please" — meaning implement proper two-target selection matching Java's FightTargetsEffect and DamageWithPowerFromOneToAnotherTargetEffect.
Key Technical Concepts:
FightTargetsEffect): Two creatures deal damage equal to their power to each other (mutual). Uses TWO explicit player-chosen targets.DamageWithPowerFromOneToAnotherTargetEffect): Source creature deals damage equal to its power to target (one-way). Also uses TWO explicit targets.cast_spell() and compute_legal_actions() both hardcoded targets: vec![]choose_targets(&GameView, Outcome, &TargetRequirement) -> Vec<ObjectId> — already implemented in heuristic and random players but never calledAddCounters applies to ALL targets. With fight_targets() producing [your_creature, opponent_creature], counters wrongly go on both.targets slice to all effects.Files and Code Sections:
mtg-engine/src/abilities.rs — Core effect/targeting definitions
Effect::Fight and Effect::Bite variants with constructorsTargetSpec::CreatureYouControl, TargetSpec::OpponentCreature, TargetSpec::Pair { first, second }TargetSpec::fight_targets() builder// New TargetSpec variants (added after CardInYourGraveyard):CreatureYouControl,OpponentCreature,Pair { first: Box<TargetSpec>, second: Box<TargetSpec> },
// Fight targets builder:impl TargetSpec { pub fn fight_targets() -> Self { TargetSpec::Pair { first: Box::new(TargetSpec::CreatureYouControl), second: Box::new(TargetSpec::OpponentCreature), } }}
// Effect constructors:pub fn fight() -> Self { Effect::Fight }pub fn bite() -> Self { Effect::Bite }mtg-engine/src/game.rs — Game engine, effect resolution, targeting
cast_spell() to extract TargetSpec from spell abilities and call select_targets_for_spec()// In cast_spell(), before putting on stack:let target_spec = card_data .abilities .iter() .find(|a| a.ability_type == AbilityType::Spell) .map(|a| a.targets.clone()) .unwrap_or(crate::abilities::TargetSpec::None);let targets = self.select_targets_for_spec(&target_spec, player_id);select_targets_for_spec() — builds legal targets, asks decision maker via choose_targets(), with fallbacklegal_targets_for_spec() — maps TargetSpec variants to battlefield queriestarget_spec_description() and target_spec_outcome() helpersfind_fight_creature()/find_fight_target() with resolve_fight_pair():fn resolve_fight_pair( state: &GameState, targets: &[ObjectId], source: Option<ObjectId>, controller: PlayerId,) -> (Option<ObjectId>, Option<ObjectId>) { // Two explicit targets from TargetSpec::Pair selection if targets.len() >= 2 { /* use targets[0] and targets[1] */ } // Single target + source creature (ETB triggers) if targets.len() == 1 { /* source fights targets[0] */ } // Fallback: auto-select strongest on each side}resolve_fight_pair() instead of old helpersfight_and_bite_effects, fight_auto_selects_creatures (from initial implementation, may need updating)mtg-cards/src/sets/fdn.rs — Card definitions updated:
Effect::bite() + TargetSpec::fight_targets()Effect::fight() + TargetSpec::OpponentCreature (ETB trigger)Effect::add_p1p1_counters(1), Effect::bite() + TargetSpec::fight_targets()mtg-cards/src/sets/ecl.rs — Assert Perfection: Effect::boost_until_eot(1, 0), Effect::fight() + TargetSpec::fight_targets()
mtg-cards/src/sets/tdm.rs — Cards updated:
Effect::add_p1p1_counters(1), Effect::fight() + TargetSpec::fight_targets()Effect::fight() + TargetSpec::fight_targets()docs/work-queue.md — Batch 8 marked as done with detailed notes about the limitation
ROADMAP.md — Updated to describe Fight/Bite as PARTIAL with known limitations
docs/{fdn,ecl,tdm}-remediation.md — Individual cards marked as fixed
Java reference files read (not modified):
FightTargetsEffect.java — Two-target mutual damageDamageWithPowerFromOneToAnotherTargetEffect.java — Two-target one-way damageBiteDown.java, KnockoutManeuver.java, PiercingExhale.java, AssertPerfection.java, FellingBlow.java, AffectionateIndrik.javaErrors and Fixes:
sed -i 's|TargetSpec::None|TargetSpec::Creature|' without line restriction, which replaced ALL occurrences in fdn.rs. Fixed by git checkout mtg-cards/src/sets/fdn.rs and using line-specific sed (sed -i '5253s|...|...|').Effect::fight() for some of them. This has NOT been corrected yet.TargetSpec::fight_targets(), AddCounters in Knockout Maneuver and Felling Blow applies +1/+1 counters to ALL targets (both your creature AND opponent's creature). Java uses per-effect target assignment. This has NOT been fixed yet.cargo check or cargo test.Problem Solving:
select_targets_for_spec()) that works for all TargetSpec variantsEffect::fight() when they should use Effect::bite()All User Messages:
docs/work-queue.md and do the next unchecked batch. For each batch: [9-step process detailed]"Effect::Fight (mutual damage) and Effect::Bite (one-way damage) auto-select the controller's strongest creature..."Pending Tasks:
cargo check -p mtg-cards && cargo test --lib)Current Work:
We were in the middle of fixing the gap between our Fight/Bite implementation and Java's. The latest round of changes added proper target selection infrastructure (TargetSpec::Pair, select_targets_for_spec(), resolve_fight_pair()) but then we discovered two critical issues by reading the Java source files:
Wrong effect types: Java's KnockoutManeuver.java, PiercingExhale.java, AssertPerfection.java, FellingBlow.java ALL use DamageWithPowerFromOneToAnotherTargetEffect (Bite/one-way), NOT FightTargetsEffect (Fight/mutual). Only AffectionateIndrik.java uses actual Fight (FightTargetSourceEffect). So 4 cards currently have Effect::fight() when they should have Effect::bite().
Compound effect targeting: With TargetSpec::fight_targets() providing targets[0]=your creature and targets[1]=opponent's creature, the AddCounters effect in Knockout Maneuver and Felling Blow incorrectly adds counters to BOTH targets. Java handles this with per-effect target assignment where AddCountersTargetEffect only targets the first target.
The latest code changes have NOT been compiled or tested. The code is in a partially-correct state.
Optional Next Step: Fix the two discovered issues before compiling/testing:
Change Piercing Exhale, Knockout Maneuver, Assert Perfection, and Felling Blow from Effect::fight() to Effect::bite() to match Java's DamageWithPowerFromOneToAnotherTargetEffect
Fix the compound effect targeting for Knockout Maneuver and Felling Blow. The Java pattern shows AddCountersTargetEffect targets only the first target (your creature), while DamageWithPowerFromOneToAnotherTargetEffect uses target 1's power to damage target 2. One approach: modify AddCounters to only apply to targets[0] when in a Pair context, or restructure the compound cards differently.
Then compile and test: cargo check -p mtg-cards && cargo test --lib
This directly continues the user's request to "fix the gap" between our implementation and Java's.
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/5b037dbb-4f50-48ae-8e73-cb619a17ca9b.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.
Continuing from where we left off. I need to fix two issues discovered before compiling:
Effect::fight() but should use Effect::bite()AddCounters applies to all targets including opponent's creatureLet me first read the current state of the affected files.
Let me also check TLA for Earth Rumble and other fight cards mentioned in the work queue.
Good, I can see the current state. Now let me look at the specific card implementations and the fight/bite match arms to understand the compound effect issue.
Now let me read the fight/bite match arms in game.rs and the AddCounters handling.
Now let me look at the AddCounters match arm to understand the compound targeting issue.
Let me read how execute_effects is called to understand the flow.
Now let me see how execute_effects is called with targets.
Now I have a clear picture. Three fixes needed:
Effect::bite()execute_effects, pre-fight/bite effects should only target targets[0] (your creature)Let me read the execute_effects signature area more carefully, then apply all fixes.
Now I'll apply all three card fixes and the engine fix. Let me do the card fixes in parallel.
Good. Now for the compound targeting fix in execute_effects. I need to rename the parameter and add per-effect target slicing.
Now let me compile to check for errors.
Clean compilation. Now let's run the tests.
All 252 tests pass. Now let me also write a test that specifically validates the compound targeting behavior — that AddCounters only applies to your creature, not the opponent's creature, when combined with Bite.
Now let me add a test for compound bite targeting — this validates that counters go on your creature only.
The compound targeting test passes. Let me run the full test suite to make sure nothing is broken.
253 tests all pass (was 252, +1 new compound_bite_counters_only_on_your_creature test).
Now let me update the docs. First, the ROADMAP to accurately describe the state.
Now update the work queue.
Let me start by reading the work queue to find the next unchecked batch.
Let me look at how the engine handles execute_effects, especially how targets work.
Now update the per-set remediation docs. Let me check which cards were changed.
Also update the FDN remediation doc entries for the fight/bite cards.
Those two are FDN Tier 3 cards that may not be in the remediation doc yet. That's fine, the work queue captures them.
Now let me verify the sed changes worked correctly.
All docs are consistent. Let me do a final verification — confirm the card files have the correct effects.
Correct:
Effect::fight(): Only Affectionate Indrik (fdn.rs:5252) — the only true mutual-damage cardEffect::bite(): Bite Down (fdn.rs:2305), Felling Blow (fdn.rs:6017), Knockout Maneuver (tdm.rs:1231), Piercing Exhale (tdm.rs:1255), Assert Perfection (ecl.rs:1799)This matches the Java source where only Affectionate Indrik uses FightTargetSourceEffect and all others use DamageWithPowerFromOneToAnotherTargetEffect.
Here's a summary of what was fixed:
Fix 1 — Wrong effect classification (3 cards):
Effect::fight() to Effect::bite() to match Java's DamageWithPowerFromOneToAnotherTargetEffect (one-way damage, not mutual)Fix 2 — Compound targeting bug:
execute_effects() to detect when a compound effect list contains Fight/Bite. Pre-fight/bite effects (AddCounters, BoostUntilEndOfTurn) now only apply to targets[0] (your creature), matching Java's per-effect target assignment where AddCountersTargetEffect targets only the first target.Fix 3 — New test:
compound_bite_counters_only_on_your_creature test verifying that +1/+1 counters go only on your creature, not the opponent's, in compound bite spells.253 tests pass (was 252, +1 new test). All docs updated (ROADMAP.md, work-queue.md, tdm-remediation.md, ecl-remediation.md).
Now I have a full picture. Let me check Earth Rumble's Java source and read the existing test patterns.
Let me check how Permanent::power() and apply_damage() work.
Good. Now I have everything I need. Let me implement the batch. I'll:
Effect::Fight and Effect::Bite variants + constructorsexecute_effectscargo check and cargo testLet me start with the engine changes.
Now add the constructors:
Now add the match arms in execute_effects in game.rs. I'll add them right before the _ => catch-all.
Now I need to add the helper methods find_fight_creature and find_fight_target. Let me add them near the other helper methods like matches_filter.
The next unchecked batch is Batch 8: Fight/Bite mechanic. Let me read the engine files and investigate the cards that need this.
Now I'll add the fight helper methods right after card_matches_filter:
Now let me add the test. I'll add it right before the closing } of the tests module:
// New TargetSpec variants (added after CardInYourGraveyard):CreatureYouControl,OpponentCreature,Pair { first: Box<TargetSpec>, second: Box<TargetSpec> },
// Fight targets builder:impl TargetSpec { pub fn fight_targets() -> Self { TargetSpec::Pair { first: Box::new(TargetSpec::CreatureYouControl), second: Box::new(TargetSpec::OpponentCreature), } }}
// Effect constructors:pub fn fight() -> Self { Effect::Fight }pub fn bite() -> Self { Effect::Bite }// In cast_spell(), before putting on stack:let target_spec = card_data .abilities .iter() .find(|a| a.ability_type == AbilityType::Spell) .map(|a| a.targets.clone()) .unwrap_or(crate::abilities::TargetSpec::None);let targets = self.select_targets_for_spec(&target_spec, player_id);fn resolve_fight_pair( state: &GameState, targets: &[ObjectId], source: Option<ObjectId>, controller: PlayerId,) -> (Option<ObjectId>, Option<ObjectId>) { // Two explicit targets from TargetSpec::Pair selection if targets.len() >= 2 { /* use targets[0] and targets[1] */ } // Single target + source creature (ETB triggers) if targets.len() == 1 { /* source fights targets[0] */ } // Fallback: auto-select strongest on each side}