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.
I'll start by reading the work queue to find the next unchecked batch.
The next unchecked batch is Batch 9: AddCountersAll. Let me read the engine files and find the card.
Let me search for the relevant sections in game.rs and the card in the ECL set file.
Let me see the full AddCounters match arm and the ECL card context.
Let me also check for any other cards across all sets that might use this same pattern.
Let me check the TDM card that also uses counters on each creature.
Let me check how matches_filter works to understand filter handling for the new effect.
Good. Now I have all the context I need. Let me also find where in execute_effects I should insert the new match arm — right after AddCounters seems logical. Let me also look at the test section of game.rs for the existing AddCounters test.
Now I have the full picture. Let me find the end of the execute_effects match block to know exactly where to insert the new arm. Let me look for the Custom catch-all:
Good. The catch-all _ => at line 1510 is the end of the execute_effects match. I'll add the new match arm before that. Now let me implement everything.
Now I have everything I need. Let me implement:
AddCountersAll variant to Effect enum in abilities.rsadd_counters_all() constructorexecute_effectsNow add the constructor:
Now add the match arm in game.rs, right before the catch-all:
Now add the test. Let me find the end of the existing test section:
Now I'll add the test right before the closing } of the test module:
Now fix the cards. First, Darkness Descends in ecl.rs:
Now fix Barrensteppe Siege in tdm.rs:
Now let's build and test:
The test used the wrong constructor. Let me check how other tests in that file create a Game:
I see — it uses Game::new_two_player with GameConfig. Let me also check what make_deck does:
Now let me fix my test to use the correct constructor pattern:
All 254 tests pass. Now let me update the docs. First, check the remediation docs and update them.
Now update ROADMAP.md:
Now check off the batch in work-queue.md and update it with the TDM card:
Now let me proceed to Batch 10: Compound self-counter + target effects. Let me read the batch and investigate:
Let me check the current state of these cards:
Dream Seizer is already fixed from Batch 3. The key question is whether Warren Torchmaster's compound self-counter + target effect works correctly. Let me investigate how effect resolution handles targets when mixing self-counter and target effects:
Let me check how triggered ability resolution handles costs:
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