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.
clear
Compare our rust engine with the Java game engine. Identify gaps that would prevent us from correctly running our cards in the 4 sets we have, and update @mtg-rl/ROADMAP.md with the deficiencies.
The user wants me to compare the Rust mtg-rl engine with the Java XMage engine to identify gaps that would prevent correct card execution across the 4 sets (FDN, TLA, TDM, ECL). Then update ROADMAP.md with the findings.
This is a significant research task. Let me break it down:
Let me start by exploring the Rust engine's core files and the Java engine's key components in parallel.
I'll start by thoroughly exploring both engines in parallel to identify gaps.
Both agents are still exploring. Let me also look at what cards in our 4 sets use Custom effects (the main gap indicator) to understand the scope of unimplemented features.
All three research agents are still working. Let me also check what keyword abilities are defined vs mechanically enforced in the Rust engine, since that's a key area where gaps might exist.
All four agents are still working. I'll wait for them to complete before synthesizing findings.
Based on my analysis of the Rust mtg-rl engine at /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/, here's the status of keyword ability enforcement and state-based actions:
47 keywords defined in /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/constants.rs (lines 533-584):
FLYING, FIRST_STRIKE, DOUBLE_STRIKE, TRAMPLE, HASTE, VIGILANCE, LIFELINK, DEATHTOUCH, REACH, DEFENDER, MENACE, FLASH, INDESTRUCTIBLE, HEXPROOF, SHROUD, FEAR, INTIMIDATE, PROTECTION, WARD, PROWESS, UNDYING, PERSIST, WITHER, INFECT, SHADOW, UNBLOCKABLE, CHANGELING, CASCADE, CONVOKE, DELVE, EVOLVE, EXALTED, EXPLOIT, FLANKING, FORESTWALK, ISLANDWALK, MOUNTAINWALK, PLAINSWALK, SWAMPWALK, TOTEM_ARMOR, TOXIC, AFFLICT, BATTLE_CRY, SKULK, FABRICATE, STORM, PARTNER
HASTE - Enforced
can_attack() (permanent.rs:250) to bypass summoning sicknessGainControlUntilEndOfTurn effect (game.rs:1727)FLYING - Enforced
can_block() check (combat.rs:205): flyers can only be blocked by flying or reach creaturesREACH - Enforced
can_block() check (combat.rs:205): reach creatures can block flyersDEFENDER - Enforced
can_attack() check (permanent.rs:249): creatures with defender cannot attackFIRST_STRIKE & DOUBLE_STRIKE - Enforced
has_first_strikers() determines if FirstStrikeDamage step is needed (combat.rs:166-186)TRAMPLE - Enforced
DEATHTOUCH - Enforced
MENACE - Enforced
satisfies_menace() function (combat.rs:216-224)INDESTRUCTIBLE - Enforced
VIGILANCE - NOT Enforced
LIFELINK - NOT Enforced
FLASH - Partially Enforced
The following keywords are defined but have zero mechanical enforcement:
state.rs:check_state_based_actions())Implemented state-based actions:
The game loop in game.rs only handles these steps:
Missing combat steps entirely:
This means although the combat module (combat.rs) has fully implemented functions for combat damage assignment, blocker restrictions, and first/double strike timing, they are never called by the game engine. Combat effectively does not happen.
| Keyword | Status | Enforcement |
|---|---|---|
| FLYING | Enforced | Blocks blocker legality check |
| REACH | Enforced | Blocks blocker legality check |
| DEFENDER | Enforced | Prevents attacking |
| HASTE | Enforced | Bypasses summoning sickness |
| FIRST_STRIKE | Enforced | Controls damage step timing |
| DOUBLE_STRIKE | Enforced | Allows damage both steps |
| TRAMPLE | Enforced | Excess damage to player |
| DEATHTOUCH | Enforced | Only 1 damage is lethal |
| MENACE | Enforced | Requires 2+ blockers |
| INDESTRUCTIBLE | Enforced | Survives lethal damage |
| VIGILANCE | Not Enforced | No tap prevention on attack |
| LIFELINK | Not Enforced | No damage→life connection |
| All Others (37+) | Decorative | Zero mechanical implementation |
/mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/constants.rs - Keyword definitions (lines 533-622)/mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/permanent.rs - Keyword checking methods (lines 127-192)/mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/combat.rs - Combat damage and blocking logic (lines 199-224, 233-302)/mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/state.rs - State-based action checks (lines 271-349)/mnt/dest-btrfs/home/jc/src/mage/mtg-rl/mtg-engine/src/game.rs - Game loop & turn-based actions (lines 363-447, 771-820)</result>Full transcript available at: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/aa5f9b3.output
Good, the keyword enforcement analysis is complete. Key finding: combat phase steps are not in the game loop even though combat.rs has the logic. That's a major gap. Waiting for the other three agents to finish.
I've completed a thorough exploration of the Rust mtg-rl engine at /mnt/dest-btrfs/home/jc/src/mage/mtg-rl/. Here's a detailed catalog of all implemented game mechanics and engine capabilities:
62 Effect Enum Variants - Status:
_ => {}):13 StaticEffect Enum Variants - Status:
12 Cost Enum Variants - All Declared:
~90 EventType Enum Variants Declared:
The AbilityStore tracks which triggered abilities respond to which EventTypes. Pre/post-event pairs (e.g., EntersTheBattlefield → EnteredTheBattlefield) allow replacement effects to intercept or modify events.
The main game runner implements the MTG turn sequence:
8 Zones Implemented:
Mana Struct:
Full Combat Implementation:
TargetSpec Enum (from abilities.rs):
TargetDefinition (from targets.rs):
SelectedTargets:
Game Loop Targeting:
KeywordAbilities Bitflags (u64):
ContinuousEffect Struct:
Layer System (9 layers matching MTG rules 613):
EffectModification Enum:
ReplacementEffect Struct:
ReplacementKind Enum:
PlayerDecisionMaker Trait Methods Defined:
PlayerAction Enum:
Implementations:
CounterType Enum (68 variants):
Counters Container:
Permanent Fields:
CardData Struct:
Permanent Struct (wraps CardData):
Methods:
AbilityStore:
Ability Types (from AbilityType enum):
Ability Activation:
Stack Resolution:
| File | Lines | Purpose |
|---|---|---|
| game.rs | ~1200 | Main game loop, turn structure, priority system, effect resolution |
| abilities.rs | ~1623 | Effect/Cost/StaticEffect/Ability definitions + builders |
| effects.rs | ~542 | Continuous effects, 7-layer system, replacement effects |
| events.rs | ~753 | Event types, GameEvent struct, event builder methods |
| decision.rs | ~400+ | PlayerDecisionMaker trait, PlayerAction enum, GameView |
| state.rs | ~800+ | GameState struct, battlefield, zones, player storage |
| combat.rs | ~250+ | CombatState, CombatGroup, validation logic |
| permanent.rs | ~400+ | Permanent struct, keyword checks, P/T calculation |
| card.rs | ~200+ | CardData struct, card type checks |
| mana.rs | ~300+ | Mana struct, cost parsing, payment validation |
| constants.rs | ~910 | Zone, PhaseStep, CardType, Color, SubType, KeywordAbilities, Layer/SubLayer |
| zones.rs | ~300+ | Library, Hand, Graveyard, Exile, Battlefield, Stack containers |
| counters.rs | ~250+ | CounterType enum, Counters container |
This completes the comprehensive catalog of the mtg-rl engine. The implementation is functionally complete for basic gameplay (casting spells, activating abilities, combat, life gain/loss, drawing cards), but lacks advanced features like triggered ability stacking, replacement effect interception, and proper continuous effect layer recalculation.</result>
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</task-notification>
Full transcript available at: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/ac21389.output
Good, the Rust engine inventory is complete. Two agents done, two still running. Let me check on the remaining two.
<retrieval_status>not_ready</retrieval_status>
<task_id>a2b068c</task_id>
<task_type>local_agent</task_type>
<status>running</status>
<output>
[Truncated. Full output: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/a2b068c.output]
s.Outcome;\n 8→import mage.constants.TargetController;\n 9→import mage.constants.TimingRule;\n 10→import mage.constants.Zone;\n 11→import mage.filter.predicate.Predicate;\n 12→import mage.filter.predicate.Predicates;\n 13→import mage.target.Target;\n 14→import mage.target.common.TargetControlledCreaturePermanent;\n 15→\n 16→import java.util.ArrayList;\n 17→import java.util.List;\n 18→\n 19→/**\n 20→ * @author BetaSteward_at_googlemail.com\n 21→ */\n 22→public class EquipAbility extends ActivatedAbilityImpl {\n 23→\n 24→ private String costReduceText = null;\n 25→ private final boolean showAbilityHint;\n 26→\n 27→ public EquipAbility(int cost) {\n 28→ this(cost, true);\n 29→ }\n 30→\n 31→ public EquipAbility(int cost, boolean showAbilityHint) {\n 32→ this(Outcome.AddAbility, new GenericManaCost(cost), showAbilityHint);\n 33→ }\n 34→\n 35→ public EquipAbility(Outcome outcome, Cost cost) {\n 36→ this(outcome, cost, true);\n 37→ }\n 38→\n 39→ public EquipAbility(Outcome outcome, Cost cost, boolean showAbilityHint) {\n 40→ this(outcome, cost, new TargetControlledCreaturePermanent(), showAbilityHint);\n 41→ }\n 42→\n 43→ public EquipAbility(Outcome outcome, Cost cost, Target target) {\n 44→ this(outcome, cost, target, true);\n 45→ }\n 46→\n 47→ public EquipAbility(Outcome outcome, Cost cost, Target target, boolean showAbilityHint) {\n 48→ super(Zone.BATTLEFIELD, new AttachEffect(outcome, \"Equip\"), cost);\n 49→\n 50→ // verify check: only controlled target allowed\n 51→ // 702.6c\n 52→ // Equip abilities may further restrict what creatures may be chosen as legal targets.\n 53→ // Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.”\n 54→ // These equip abilities may legally target only a creature that’s controlled by the player\n 55→ // activating the ability and that has the chosen quality. Additional restrictions for an equip\n 56→ // ability don’t restrict what the Equipment may be attached to.\n 57→ List<Predicate> list = new ArrayList<>();\n 58→ Predicates.collectAllComponents(target.getFilter().getPredicates(), target.getFilter().getExtraPredicates(), list);\n 59→ if (list.stream()\n 60→ .filter(p -> p instanceof TargetController.ControllerPredicate)\n 61→ .map(p -> (TargetController.ControllerPredicate) p)\n 62→ .noneMatch(p -> p.getController().equals(TargetController.YOU))) {\n 63→ throw new IllegalArgumentException(\"Wrong code usage: equip ability must use target/filter with controller predicate - \" + target);\n 64→ }\n 65→\n 66→ this.addTarget(target);\n 67→ this.timing = TimingRule.SORCERY;\n 68→ this.showAbilityHint = showAbilityHint;\n 69→ }\n 70→\n 71→ protected EquipAbility(final EquipAbility ability) {\n 72→ super(ability);\n 73→ this.costReduceText = ability.costReduceText;\n 74→ this.showAbilityHint = ability.showAbilityHint;\n 75→ }\n 76→\n 77→ public void setCostReduceText(String text) {\n 78→ this.costReduceText = text;\n 79→ }\n 80→\n 81→ @Override\n 82→ public EquipAbility copy() {\n 83→ return new EquipAbility(this);\n 84→ }\n 85→\n 86→ @Override\n 87→ public String getRule() {\n 88→ String targetText = getTargets().get(0) != null ? getTargets().get(0).getFilter().getMessage() : \"creature\";\n 89→ String reminderText = \" <i>(\" + getManaCosts().getText() + \": Attach to target \" + targetText + \". Equip only as a sorcery.)</i>\";\n 90→\n 91→ StringBuilder sb = new StringBuilder(addRulePrefix(\"Equip\"));\n 92→ if (!targetText.equals(\"creature you control\")) {\n 93→ sb.append(' ').append(targetText);\n 94→ }\n 95→ String costText = getCosts().getText();\n 96→ if (costText != null && !costText.isEmpty()) {\n 97→ sb.append(\"—\").append(costText).append('.');\n 98→ } else {\n 99→ sb.append(' ');\n 100→ }"}]},"uuid":"ae73c630-c3aa-4244-8197-02313f18c5f7","timestamp":"2026-02-14T23:06:24.227Z","sourceToolAssistantUUID":"e040d6eb-89a6-4eae-b83b-9b4e2b4ba740"}
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{"parentUuid":"ed3e1d55-643e-4813-898f-05d3c7079a9a","isSidechain":true,"userType":"external","cwd":"/mnt/dest-btrfs/home/jc/src/mage","sessionId":"19ef5b00-b82b-4ba1-82e8-66c29187ed13","version":"2.1.42","gitBranch":"master","agentId":"a2b068c","slug":"frolicking-tinkering-charm","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VKK2YFBTYTRMugMzrkNShF","type":"tool_result","content":" 1→package mage.abilities.costs.mana;\n 2→\n 3→import mage.Mana;\n 4→import mage.abilities.Ability;\n 5→import mage.abilities.costs.Cost;\n 6→import mage.abilities.costs.MinMaxVariableCost;\n 7→import mage.abilities.costs.VariableCostType;\n 8→import mage.abilities.mana.ManaOptions;\n 9→import mage.constants.ColoredManaSymbol;\n 10→import mage.filter.FilterMana;\n 11→import mage.game.Game;\n 12→import mage.players.ManaPool;\n 13→import mage.util.CardUtil;\n 14→\n 15→/**\n 16→ * @author BetaSteward_at_googlemail.com, JayDi85\n 17→ */\n 18→public class VariableManaCost extends ManaCostImpl implements MinMaxVariableCost {\n 19→\n 20→ // variable mana cost usage on 2019-06-20:\n 21→ // 1. as X value in spell/ability cast (announce X, set VariableManaCost as paid and add generic mana to pay instead)\n 22→ // 2. as X value in direct pay (X already announced, cost is unpaid, need direct pay)\n 23→\n 24→ protected VariableCostType costType;\n 25→ protected int xInstancesCount; // number of {X} instances in cost like {X} or {X}{X}\n 26→ protected int xValue = 0; // final X value after announce and replace events\n 27→ protected int xPay = 0; // final/total need pay after announce and replace events (example: {X}{X}, X=3, xPay = 6)\n 28→ protected boolean wasAnnounced = false; // X was announced by player or auto-defined by CostAdjuster\n 29→\n 30→ protected FilterMana filter; // mana filter that can be used for that cost\n 31→ protected int minX = 0;\n 32→ protected int maxX = Integer.MAX_VALUE;\n 33→\n 34→ public VariableManaCost(VariableCostType costType) {\n 35→ this(costType, 1);\n 36→ }\n 37→\n 38→ public VariableManaCost(VariableCostType costType, int xInstancesCount) {\n 39→ this.costType = costType;\n 40→ this.xInstancesCount = xInstancesCount;\n 41→ this.cost = new Mana();\n 42→ options.add(new Mana());\n 43→ }\n 44→\n 45→ protected VariableManaCost(final VariableManaCost manaCost) {\n 46→ super(manaCost);\n 47→ this.costType = manaCost.costType;\n 48→ this.xInstancesCount = manaCost.xInstancesCount;\n 49→ this.xValue = manaCost.xValue;\n 50→ this.xPay = manaCost.xPay;\n 51→ this.wasAnnounced = manaCost.wasAnnounced;\n 52→ if (manaCost.filter != null) {\n 53→ this.filter = manaCost.filter.copy();\n 54→ }\n 55→ this.minX = manaCost.minX;\n 56→ this.maxX = manaCost.maxX;\n 57→ }\n 58→\n 59→ @Override\n 60→ public int manaValue() {\n 61→ return 0;\n 62→ }\n 63→\n 64→ @Override\n 65→ public ManaOptions getOptions(boolean canPayLifeCost) {\n 66→ ManaOptions res = new ManaOptions();\n 67→\n 68→ // limit mana options for better performance\n 69→ CardUtil.distributeValues(10, getMinX(), getMaxX()).forEach(value -> {\n 70→ res.add(Mana.GenericMana(value));\n 71→ });\n 72→\n 73→ return res;\n 74→ }\n 75→\n 76→ @Override\n 77→ public void assignPayment(Game game, Ability ability, ManaPool pool, Cost costToPay) {\n 78→ // X mana cost always pays as generic mana\n 79→ this.assignGeneric(ability, game, pool, xPay, filter, costToPay);\n 80→ }\n 81→\n 82→ @Override\n 83→ public String getText() {\n 84→ if (xInstancesCount > 1) {\n 85→ StringBuilder symbol = new StringBuilder(xInstancesCount);\n 86→ for (int i = 0; i < xInstancesCount; i++) {\n 87→ symbol.append(\"{X}\");\n 88→ }\n 89→ return symbol.toString();\n 90→ } else {\n 91→ return \"{X}\";\n 92→ }\n 93→ }\n 94→\n 95→ @Override\n 96→ public boolean isPaid() {\n 97→ if (!wasAnnounced) return false;\n 98→ if (paid) return true;\n 99→\n 100→ return this.isColorlessPaid(xPay);"}]},"uuid":"b5ea6464-7fd6-462d-8ec1-8140ae611edc","timestamp":"2026-02-14T23:06:30.999Z","sourceToolAssistantUUID":"ed3e1d55-643e-4813-898f-05d3c7079a9a"}
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{"parentUuid":"60de8ca4-8705-4047-abff-297bb06be02d","isSidechain":true,"userType":"external","cwd":"/mnt/dest-btrfs/home/jc/src/mage","sessionId":"19ef5b00-b82b-4ba1-82e8-66c29187ed13","version":"2.1.42","gitBranch":"master","agentId":"a2b068c","slug":"frolicking-tinkering-charm","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0163qLNCJ6kFCkatTGAE1KHB","type":"tool_result","content":" 1→package mage.watchers.common;\n 2→\n 3→import mage.MageObjectReference;\n 4→import mage.constants.WatcherScope;\n 5→import mage.game.Game;\n 6→import mage.game.events.GameEvent;\n 7→import mage.game.permanent.Permanent;\n 8→import mage.watchers.Watcher;\n 9→\n 10→import java.util.HashMap;\n 11→import java.util.HashSet;\n 12→import java.util.Map;\n 13→import java.util.Set;\n 14→\n 15→/**\n 16→ * @author magenoxx_at_gmail.com\n 17→ */\n 18→public class AttackedThisTurnWatcher extends Watcher {\n 19→\n 20→ private final Set<MageObjectReference> attackedThisTurnCreatures = new HashSet<>();\n 21→ private final Map<MageObjectReference, Integer> attackedThisTurnCreaturesCounts = new HashMap<>();\n 22→ \n 23→ // issue with Robber of the Rich. it needs to check the subtype of the LKI of the permanent on the battlefield and this fails with MageObjectReference\n 24→ private final Set<Permanent> attackedThisTurnCreaturesPermanentLKI = new HashSet<>();\n 25→\n 26→ /**\n 27→ * Game default watcher\n 28→ */\n 29→ public AttackedThisTurnWatcher() {\n 30→ super(WatcherScope.GAME);\n 31→ }\n 32→\n 33→ @Override\n 34→ public void watch(GameEvent event, Game game) {\n 35→ if (event.getType() == GameEvent.EventType.ATTACKER_DECLARED) {\n 36→ MageObjectReference mor = new MageObjectReference(event.getSourceId(), game);\n 37→ Permanent permanentOnBattlefield = game.getPermanentOrLKIBattlefield(event.getSourceId());\n 38→ this.attackedThisTurnCreatures.add(mor);\n 39→ this.attackedThisTurnCreaturesCounts.putIfAbsent(mor, 0);\n 40→ this.attackedThisTurnCreaturesCounts.compute(mor, (k, v) -> (v + 1));\n 41→ \n 42→ // bug with Robber of the Rich as noted above\n 43→ this.attackedThisTurnCreaturesPermanentLKI.add(permanentOnBattlefield);\n 44→ }\n 45→ }\n 46→\n 47→ public Set<MageObjectReference> getAttackedThisTurnCreatures() {\n 48→ return this.attackedThisTurnCreatures;\n 49→ }\n 50→"}]},"uuid":"69390214-a135-4083-9f59-9215041fc38d","timestamp":"2026-02-14T23:06:37.700Z","sourceToolAssistantUUID":"60de8ca4-8705-4047-abff-297bb06be02d"}
</output><retrieval_status>not_ready</retrieval_status>
<task_id>a715424</task_id>
<task_type>local_agent</task_type>
<status>running</status>
<output>
[Truncated. Full output: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/a715424.output]
ginning of your first main phase, you may pay {G}. If you do, transform Oko.\n 261→ 1 [ECL ] Conspire: tap two creatures to copy spell.\n 262→ 1 [ECL ] If you blighted, you gain 2 life.\n 263→ 1 [ECL ] 3rd resolution: add RRRR.\n 264→ 1 [ECL ] If 7+ lands/Treefolk, create 3/4 Treefolk with reach.\n 265→ 1 [ECL ] must be blocked\n 266→\n 267→ETB/ENTER EFFECTS [122 total effects]\n 268→------------------------------------------------------------------------------------------------------------------------\n 269→ 79 [ECL,FDN,TLA ] ETB effect.\n 270→ 6 [TDM,TLA ] (As this Saga enters and after your draw step, add a lore counter. Sacrifice after...\n 271→ 1 [FDN ] Enters tapped.\n 272→ 1 [FDN ] When this creature enters, exile up to one target card from a graveyard.\n 273→ 1 [FDN ] When Angel of Finality enters the battlefield, exile all cards from target player'...\n 274→ 1 [FDN ] When this creature enters, each opponent discards a card and loses 2 life. You dra...\n 275→ 1 [FDN ] When Archway Angel enters the battlefield, you gain 2 life for each Gate you control.\n 276→ 1 [FDN ] When this creature enters, if an opponent lost life this turn, each opponent disca...\n 277→ 1 [FDN ] When Burrog Befuddler enters the battlefield, target creature an opponent controls...\n 278→ 1 [FDN ] When this creature enters, create a Food token.\n 279→ 1 [FDN ] When this creature enters, surveil 3.\n 280→ 1 [FDN ] When Cloudblazer enters the battlefield, you gain 2 life and draw two cards.\n 281→ 1 [FDN ] When this creature enters, if you control another Elf, create a 1/1 green Elf Warr...\n 282→ 1 [FDN ] When this creature enters, if it was kicked, target player sacrifices a creature.\n 283→ 1 [FDN ] When this creature enters, create two 3/3 white Knight creature tokens.\n 284→ 1 [FDN ] When Harbinger of the Tides enters the battlefield, you may return target tapped c...\n 285→ 1 [FDN ] When this creature enters, create a number of 1/1 white Rabbit creature tokens equ...\n 286→ 1 [FDN ] When this creature enters, draw a card, then discard a card.\n 287→ 1 [FDN ] When Kiora enters, draw two cards, then discard two cards.\n 288→ 1 [FDN ] When Lightshell Duo enters, surveil 2.\n 289→ 1 [FDN ] When Meteor Golem enters the battlefield, destroy target nonland permanent an oppo...\n 290→ 1 [FDN ] When Micromancer enters the battlefield, you may search your library for an instan...\n 291→ 1 [FDN ] When Mischievous Pup enters the battlefield, return up to one other target permane...\n 292→ 1 [FDN ] When Prayer of Binding enters the battlefield, exile up to one target nonland perm...\n 293→ 1 [FDN ] When this creature enters, create a 1/1 white Cat creature token.\n 294→ 1 [FDN ] When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.\n 295→ 1 [FDN ] When Resolute Reinforcements enters the battlefield, create a 1/1 white Soldier cr...\n 296→ 1 [FDN ] When Shipwreck Dowser enters the battlefield, return target instant or sorcery car...\n 297→ 1 [FDN ] As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then cho...\n 298→ 1 [FDN ] When Stasis Snare enters the battlefield, exile target creature an opponent contro...\n 299→ 1 [FDN ] When Vile Entomber enters the battlefield, search your library for a card, put tha...\n 300→ 1 [FDN ] When Volley Veteran enters the battlefield, it deals damage to target creature an ...\n 301→ 1 [FDN ] When Voracious Greatshark enters the battlefield, counter target artifact or creat...\n 302→ 1 [TDM ] When this creature enters, you may exile a creature card from your graveyard. When...\n 303→ 1 [TDM ] When this creature enters, you may mill cards equal to the number of lands you con...\n 304→ 1 [TDM ] When this creature enters, target instant or sorcery card in your graveyard gains ...\n 305→ 1 [TDM ] (As this Saga enters step, add a lore counter. Sacrifice after III.)\n 306→ 1 [ECL ] Whenever this creature enters or becomes tapped, tap up to one target creature and...\n 307→ 1 [ECL ] When this creature enters, target creature you control gets +X/+0 until end of tur...\n 308→\n 309→ACTIVATED ABILITIES [67 total effects]\n 310→------------------------------------------------------------------------------------------------------------------------\n 311→ 67 [ECL,FDN,TLA ] Activated effect.\n 312→\n 313→CAST/SPELL TRIGGERS [47 total effects]\n 314→------------------------------------------------------------------------------------------------------------------------\n 315→ 14 [ECL,FDN,TLA ] Spell cast trigger.\n 316→ 3 [ECL,FDN ] Cast from graveyard, then exile.\n 317→ 3 [TLA ] Cast from graveyard.\n 318→ 2 [FDN ] As an additional cost to cast this spell, discard a card.\n 319→ 1 [FDN ] This spell costs {1} less to cast if you control a Wizard.\n 320→ 1 [FDN ] Instant and sorcery spells you cast cost {1} less to cast.\n 321→ 1 [FDN ] This spell costs {3} less to cast if you control a creature with power 4 or greater.\n 322→ 1 [FDN ] As an additional cost to cast this spell, sacrifice a creature or pay {3}{B}.\n 323→ 1 [FDN ] Whenever you cast a noncreature or Dragon spell, Firespitter Whelp deals 1 damage ...\n 324→ 1 [FDN ] This spell costs {3} less to cast if it targets a tapped creature.\n 325→ 1 [FDN ] Whenever an opponent casts a spell, that player loses 5 life unless they discard a...\n 326→ 1 [FDN ] This spell costs {3} less to cast if you've gained 3 or more life this turn.\n 327→ 1 [FDN ] When you cast your next instant or sorcery spell this turn, copy that spell. You m...\n 328→ 1 [FDN ] {T}: You may cast target Zombie creature card from your graveyard this turn.\n 329→ 1 [TLA ] Whenever you cast a spell, create a 1/1 colorless Spirit creature token with \\\n 330→ 1 [TDM ] Copy the next spell you cast this turn when you cast it. You may choose new target...\n 331→ 1 [TDM ] The second spell you cast each turn costs {1} less to cast.\n 332→ 1 [TDM ] Your opponents can't cast spells during your turn.\n 333→ 1 [TDM ] Cast Dragon spells for free\n 334→ 1 [TDM ] Cascade-like: exile until nonland, free cast if MV <= 8.\n 335→ 1 [TDM ] Exile top X cards of damaged player's library. Cast spells with MV <= X for free.\n 336→ 1 [TDM ] You may discard your hand. If you do, draw cards equal to the number of spells you...\n 337→ 1 [TDM ] Spells you cast have delve.\n 338→ 1 [TDM ] You lose life equal to the cast spell's mana value.\n 339→ 1 [TDM ] You may cast sorcery spells and Dragon spells as though they had flash.\n 340→ 1 [TDM ] When you cast this spell, exile up to one target permanent that's one or more colors.\n 341→ 1 [ECL ] Cast exiled creatures by removing 3 counters.\n 342→ 1 [ECL ] Creature spells you cast have convoke.\n 343→ 1 [ECL ] Each opponent exiles cards from the top of their library until they have exiled ca...\n 344→\n 345→ATTACK/COMBAT TRIGGERS [45 total effects]\n 346→------------------------------------------------------------------------------------------------------------------------\n 347→ 21 [ECL,FDN,TLA ] Attack trigger.\n 348→ 1 [FDN ] Attacks each combat if able.\n 349→ 1 [FDN ] Return all attacking creatures to their owners' hands.\n 350→ 1 [FDN ] When this creature attacks, another target creature you control gains trample and ...\n 351→ 1 [FDN ] Threshold -- Whenever this creature attacks, if there are seven or more cards in y...\n 352→ 1 [FDN ] Whenever Drakuseth, Maw of Flames attacks, it deals 4 damage to any target and 3 d...\n 353→ 1 [FDN ] Elspeth's Smite deals 3 damage to target attacking or blocking creature. If that c...\n 354→ 1 [FDN ] When Herald of Faith attacks, you gain 2 life.\n 355→ 1 [FDN ] Joust Through deals 3 damage to target attacking or blocking creature. You gain 1 ...\n 356→ 1 [FDN ] Threshold -- Whenever Kiora attacks, if there are seven or more cards in your grav...\n 357→ 1 [FDN ] Raid -- At the beginning of your end step, if you attacked this turn, create a Foo...\n 358→ 1 [FDN ] Whenever Savage Ventmaw attacks, add {R}{R}{R}{G}{G}{G}. Until end of turn, you do...\n 359→ 1 [FDN ] Raid -- At the beginning of your end step, if you attacked this turn, create a 1/1...\n 360→ 1 [FDN ] Whenever this creature attacks, you may sacrifice another creature. If you do, dra...\n 361→ 1 [TDM ] This creature can attack this turn as though it didn't have defender.\n 362→ 1 [TDM ] Target creature gets +X/+X until end of turn, where X is the number of attacking c...\n 363→ 1 [TDM ] Additional combat phase + untap all on attack.\n 364→ 1 [TDM ] Can attack this turn as though it didn't have defender.\n 365→ 1 [TDM ] Create a tapped and attacking token copy of this creature (1/1). Sacrifice at end ...\n 366→ 1 [TDM ] Create a tapped and attacking token copy of another target creature you control (1...\n 367→ 1 [TDM ] Choose Jeskai or Mardu. Jeskai: Creature tokens you control have lifelink and hast...\n 368→ 1 [ECL ] Attacking creature gets +X/+X where X = Kithkin you control.\n 369→ 1 [ECL ] Put creature MV<=attacking count from hand onto BF tapped+attacking.\n 370→ 1 [ECL ] Whenever this creature attacks, you may tap another untapped Merfolk you control.\n 371→ 1 [ECL ] This spell costs {2} less to cast if a creature is attacking you.\n 372→\n 373→ATTACH/ENCHANT EFFECTS [28 total effects]\n 374→------------------------------------------------------------------------------------------------------------------------\n 375→ 11 [ECL,FDN,TDM ] Attach to target creature you control.\n 376→ 2 [FDN ] Enchant creature\n 377→ 1 [FDN ] Attach and grant hexproof + indestructible until EOT.\n 378→ 1 [FDN ] {1}, Sacrifice Cathar Commando: Destroy target artifact or enchantment.\n 379→ 1 [FDN ] Enchant permanent\n 380→ 1 [FDN ] Fiery Annihilation deals 5 damage to target creature. Exile up to one target Equip...\n 381→ 1 [FDN ] Enchant creature, land, or planeswalker\n 382→ 1 [FDN ] Destroy target artifact, enchantment, or creature with power 4 or greater.\n 383→ 1 [FDN ] {2}{B}, Sacrifice this enchantment: Target opponent loses X life, where X is the a...\n 384→ 1 [FDN ] Whenever Trygon Predator deals combat damage to a player, you may destroy target a...\n 385→ 1 [TDM ] Choose one: Deal damage equal to creatures you control to target creature or plane...\n 386→ 1 [TDM ] If you have no cards in your library, exile this enchantment and put five cards fr...\n 387→ 1 [ECL ] Attach and grant wither until end of turn.\n 388→ 1 [ECL ] Tap enchanted creature.\n 389→ 1 [ECL ] Enchanted creature can't untap or receive counters.\n 390→ 1 [ECL ] Enchanted creature loses all abilities, becomes colorless 1/1 Noggle.\n 391→ 1 [ECL ] Choose color, enchanted land produces additional mana of chosen color.\n 392→\n 393→EXILE/PLAY FROM EFFECTS [25 total effects]\n 394→------------------------------------------------------------------------------------------------------------------------\n 395→ 4 [ECL ] Return exiled card to hand.\n 396→ 2 [ECL ] Exile top card, play until next end step.\n 397→ 1 [FDN ] Instant/sorcery cards are exiled instead of going to graveyard.\n 398→ 1 [FDN ] Exile target creature or planeswalker that's black or red. Scry 1.\n 399→ 1 [FDN ] Obliterating Bolt deals 4 damage to target creature or planeswalker. If that creat...\n 400→ 1 [TDM ] Endure 1 (put a +1/+1 counter on it; if it would die, exile it with its counters i...\n 401→ 1 [TDM ] Exile the top card of your library. Until the end of your next turn, you may play ...\n 402→ 1 [TDM ] Choose one: Exile top 2, play until end of next turn; or up to 2 creatures get +2/...\n 403→ 1 [TDM ] Endure 2 (put two +1/+1 counters; if it would die, exile with counters instead).\n 404→ 1 [TDM ] Exile top card, play until end of next turn.\n 405→ 1 [TDM ] Target player shuffles up to four target cards from their graveyard into their lib...\n 406→ 1 [TDM ] Target opponent reveals their hand. You may choose a nonland card from it and exil...\n 407→ 1 [TDM ] Exiled card's owner creates an X/X white Spirit token (X = exiled card's mana value).\n 408→ 1 [TDM ] Threshold -- Exile a random card from your graveyard. You may play it this turn.\n 409→ 1 [TDM ] Target opponent exiles a creature they control and their graveyard.\n 410→ 1 [TDM ] Copy the spell, then exile it with four time counters. If it doesn't have suspend,...\n 411→ 1 [ECL ] Exile up to two target cards from graveyards.\n 412→ 1 [ECL ] Exile the top three cards of your library. Until the end of your next turn, you ma...\n 413→ 1 [ECL ] Target opponent exiles two cards from hand.\n 414→ 1 [ECL ] Exile any number of target creatures. At the beginning of the next end step, retur...\n 415→ 1 [ECL ] Exile target creature you control, then return it to the battlefield under its own...\n 416→\n 417→SPELL EFFECTS [21 total effects]\n 418→------------------------------------------------------------------------------------------------------------------------\n 419→ 21 [ECL,FDN,TLA ] Spell effect.\n 420→\n 421→DIES/SACRIFICE EFFECTS [18 total effects]\n 422→------------------------------------------------------------------------------------------------------------------------\n 423→ 11 [FDN,TLA ] Dies effect.\n 424→ 1 [FDN ] Until end of turn, target creature gains 'When this creature dies, return it to th...\n 425→ 1 [FDN ] Until end of turn, target creature gains 'When this creature dies, return it to th...\n 426→ 1 [FDN ] Whenever a creature you control dies, draw a card.\n 427→ 1 [FDN ] Target creature gains deathtouch and indestructible until end of turn.\n 428→ 1 [TDM ] When it dies under your control this turn, draw two cards.\n 429→ 1 [TDM ] Whenever a creature dealt damage by Zurgo this turn dies, you gain 1 life and Zurg...\n 430→ 1 [ECL ] End-Blaze Epiphany deals X damage to target creature. When that creature dies this...\n 431→\n 432→TAPPED/UNTAP EFFECTS [10 total effects]\n 433→------------------------------------------------------------------------------------------------------------------------\n 434→ 3 [FDN,TLA ] Tapped trigger.\n 435→ 1 [FDN ] Sacrifice a land, search for 2 basic lands tapped.\n 436→ 1 [FDN ] Creatures your opponents control enter the battlefield tapped.\n 437→ 1 [FDN ] {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards,...\n 438→ 1 [FDN ] Search your library for up to two basic lands and/or Gates and put them onto the b...\n 439→ 1 [FDN ] Deadly Riposte deals 3 damage to target tapped creature and you gain 2 life.\n 440→ 1 [TDM ] Controller searches for a basic land, puts it onto the battlefield tapped with a s...\n 441→ 1 [ECL ] Hexproof as long as untapped.\n 442→\n 443→EARTHBEND/CUSTOM KEYWORDS [5 total effects]\n 444→------------------------------------------------------------------------------------------------------------------------\n 445→ 3 [TLA ] Earthbend 2.\n 446→ 2 [TLA ] Earthbend 1.\n 447→\n 448→COST MODIFIERS [4 total effects]\n 449→------------------------------------------------------------------------------------------------------------------------\n 450→ 1 [FDN ] Cost reduction: {1} less per Cat.\n 451→ 1 [FDN ] You may pay {B} rather than pay this spell's mana cost if there are thirteen or mo...\n 452→ 1 [ECL ] As an additional cost, put any number of -1/-1 counters on creatures you control. ...\n 453→ 1 [ECL ] Cost reduction for toughness > power creatures.\n 454→\n 455→\n 456→========================================================================================================================\n 457→STATICEFFECT::CUSTOM ANALYSIS - Categorized by Pattern\n 458→========================================================================================================================\n 459→\n 460→\n 461→GENERIC/PLACEHOLDER [94 total effects]\n 462→------------------------------------------------------------------------------------------------------------------------\n 463→ 90 [ECL,FDN,TLA ] Static effect.\n 464→ 4 [TLA ] Conditional continuous effect.\n 465→\n 466→OTHER [14 total effects]\n 467→------------------------------------------------------------------------------------------------------------------------\n 468→ 1 [FDN ] P/T = number of creatures you control.\n 469→ 1 [FDN ] Instant/sorcery cards are exiled instead of going to graveyard.\n 470→ 1 [FDN ] Attacks each combat if able.\n 471→ 1 [FDN ] P/T = cards in opponents' graveyards.\n 472→ 1 [TLA ] Affinity for allies.\n 473→ 1 [TDM ] Your opponents can't cast spells during your turn.\n 474→ 1 [TDM ] Cast Dragon spells for free\n 475→ 1 [TDM ] During your turn, base P/T is 5/2.\n 476→ 1 [TDM ] A deck can have any number of cards named Tempest Hawk.\n 477→ 1 [TDM ] Decayed\n 478→ 1 [TDM ] Activated abilities of artifacts, creatures, and planeswalkers can't be activated.\n 479→ 1 [ECL ] As long as it's your turn, has first strike.\n 480→ 1 [ECL ] Enchanted creature loses all abilities, becomes colorless 1/1 Noggle.\n 481→ 1 [ECL ] must be blocked\n 482→\n 483→P/T MODIFICATION [11 total effects]\n 484→------------------------------------------------------------------------------------------------------------------------\n 485→ 1 [FDN ] +1/+0 for each basic Island you control.\n 486→ 1 [FDN ] Life gain replacement: gain +1.\n 487→ 1 [FDN ] Conditional +2/+2 if life >= 25.\n 488→ 1 [FDN ] Threshold: +2/+1 if graveyard >= 7.\n 489→ 1 [TDM ] Whenever a creature dealt damage by Zurgo this turn dies, you gain 1 life and Zurg...\n 490→ 1 [ECL ] Power = colors among your permanents.\n 491→ 1 [ECL ] Conditional +2/+0 if another creature ETB'd this turn.\n 492→ 1 [ECL ] Cost reduction for toughness > power creatures.\n 493→ 1 [ECL ] Dynamic +X/+X where X = creatures ETB this turn.\n 494→ 1 [ECL ] This creature gets +2/+0 for each other Goblin you control.\n 495→ 1 [ECL ] This creature gets +1/+1 for each creature you control and each creature card in y...\n 496→\n 497→COUNTER/SPELL PROTECTION [8 total effects]\n 498→------------------------------------------------------------------------------------------------------------------------\n 499→ 2 [ECL,TDM ] This spell can't be countered.\n 500→ 1 [FDN ] Chosen type creatures get +1/+1 per fellowship counter.\n 501→ 1 [FDN ] Can't be countered.\n 502→ 1 [TDM ] Dragons enter with extra +1/+1 counter\n 503→ 1 [ECL ] Enchanted creature can't untap or receive counters.\n 504→ 1 [ECL ] Cast exiled creatures by removing 3 counters.\n 505→ 1 [ECL ] Spells you control can't be countered.\n 506→\n 507→EVASION/BLOCK RESTRICTIONS [5 total effects]\n 508→------------------------------------------------------------------------------------------------------------------------\n 509→ 1 [FDN ] Can't be blocked by Humans.\n 510→ 1 [FDN ] Threshold -- This creature can't be blocked as long as there are seven or more car...\n 511→ 1 [TDM ] This creature can't be blocked.\n 512→ 1 [ECL ] Can't be blocked by more than one creature.\n 513→ 1 [ECL ] Daunt — can't be blocked by power 2 or less.\n 514→\n 515→PROTECTION EFFECTS [4 total effects]\n 516→------------------------------------------------------------------------------------------------------------------------\n 517→ 1 [FDN ] Protection from multicolored.\n 518→ 1 [FDN ] You have hexproof.\n 519→ 1 [TDM ] Protection from white and from black.\n 520→ 1 [ECL ] Hexproof as long as untapped.\n 521→\n 522→KEYWORD GRANT [4 total effects]\n 523→------------------------------------------------------------------------------------------------------------------------\n 524→ 1 [FDN ] +1/+0 and haste if 2+ instants/sorceries in graveyard.\n 525→ 1 [TDM ] You may cast sorcery spells and Dragon spells as though they had flash.\n 526→ 1 [TDM ] Choose Jeskai or Mardu. Jeskai: Creature tokens you control have lifelink and hast...\n 527→ 1 [ECL ] Flash if you control a Faerie.\n 528→\n 529→DAMAGE/PREVENTION [4 total effects]\n 530→------------------------------------------------------------------------------------------------------------------------\n 531→ 1 [FDN ] Prevent all combat damage to and from Fog Bank.\n 532→ 1 [FDN ] Prevent noncombat damage to other creatures you control.\n 533→ 1 [ECL ] Assigns combat damage equal to toughness.\n 534→ 1 [ECL ] Double damage from chosen type sources.\n 535→\n 536→KEYWORD ABILITIES [4 total effects]\n 537→------------------------------------------------------------------------------------------------------------------------\n 538→ 1 [FDN ] Kicker {B}\n 539→ 1 [TDM ] Spells you cast have delve.\n 540→ 1 [ECL ] Creature spells you cast have convoke.\n 541→ 1 [ECL ] Convoke\n 542→\n 543→TRANSFORM/COPY EFFECTS [3 total effects]\n 544→------------------------------------------------------------------------------------------------------------------------\n 545→ 1 [ECL ] Transforms into Isilu, Carrier of Twilight.\n 546→ 1 [ECL ] Enter as copy of creature with changeling.\n 547→ 1 [ECL ] Conspire: tap two creatures to copy spell.\n 548→\n 549→MANA/LAND EFFECTS [3 total effects]\n 550→------------------------------------------------------------------------------------------------------------------------\n 551→ 1 [ECL ] Play an additional land each turn.\n 552→ 1 [ECL ] Choose color, enchanted land produces additional mana of chosen color.\n 553→ 1 [ECL ] Basic land mana doubling.\n 554→\n 555→COST REDUCTION [2 total effects]\n 556→------------------------------------------------------------------------------------------------------------------------\n 557→ 1 [FDN ] Cost reduction: {1} less per Cat.\n 558→ 1 [TDM ] The second spell you cast each turn costs {1} less to cast.\n 559→\n 560→ENTER/ETB EFFECTS [1 total effects]\n 561→------------------------------------------------------------------------------------------------------------------------\n 562→ 1 [FDN ] Enters tapped.\n 563→\n 564→WARD/TAX EFFECTS [1 total effects]\n 565→------------------------------------------------------------------------------------------------------------------------\n 566→ 1 [FDN ] Ward {2}\n 567→\n 568→TOKEN CREATION [1 total effects]\n 569→------------------------------------------------------------------------------------------------------------------------\n 570→ 1 [TDM ] If one or more tokens would be created under your control, twice that many of thos...\n 571→\n 572→TRIGGER MODIFIERS [1 total effects]\n 573→------------------------------------------------------------------------------------------------------------------------\n 574→ 1 [ECL ] Other Elementals' triggered abilities trigger an additional time.\n 575→\n 576→\n 577→========================================================================================================================\n 578→COST::CUSTOM ANALYSIS\n 579→========================================================================================================================\n 580→\n 581→\n 582→MANA/TAP COSTS [13 total costs]\n 583→------------------------------------------------------------------------------------------------------------------------\n 584→ 1 [FDN ] {2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.\n 585→ 1 [FDN ] {4}: Put two +1/+1 counters on Crawling Barrens. Then you may have it become a 0/0...\n 586→ 1 [FDN ] Tap creatures with total power 3+\n 587→ 1 [FDN ] {T}: Add {C}{C}.\n 588→ 1 [FDN ] {2}{G}{G}: Put X +1/+1 counters on Heroe's Bane, where X is its power.\n 589→ 1 [FDN ] {4}{G}{G}, {T}: Look at the top six cards of your library. You may reveal a creatu...\n 590→ 1 [FDN ] {T}: Add {C}.\n 591→ 1 [FDN ] {4}: This land becomes a 3/3 creature with vigilance and all creature types. It's ...\n 592→ 1 [FDN ] {2}{R}: Target creature can't block this turn.\n 593→ 1 [FDN ] {2}{W}: Look at the top four cards of your library. You may reveal a creature card...\n 594→ 1 [FDN ] {T}: You may cast target Zombie creature card from your graveyard this turn.\n 595→ 1 [TLA ] Exhaust\n 596→ 1 [ECL ] Put a -1/-1 counter on this creature\n 597→\n 598→SACRIFICE COSTS [9 total costs]\n 599→------------------------------------------------------------------------------------------------------------------------\n 600→ 1 [FDN ] {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards,...\n 601→ 1 [FDN ] {1}, Sacrifice Cathar Commando: Destroy target artifact or enchantment.\n 602→ 1 [FDN ] {2}, {T}, Sacrifice Demolition Field: Destroy target nonbasic land an opponent con...\n 603→ 1 [FDN ] {2}, {tap}, Sacrifice Expedition Map: Search your library for a land card, reveal ...\n 604→ 1 [FDN ] {7}, {T}, Sacrifice Goblin Firebomb: Destroy target permanent.\n 605→ 1 [FDN ] {2}{B}, Sacrifice this enchantment: Target opponent loses X life, where X is the a...\n 606→ 1 [FDN ] {1}, {T}, Sacrifice a creature: Draw a card and put a soul counter on this artifac...\n 607→ 1 [FDN ] {1}{B}, Sacrifice a creature: You gain 1 life and draw a card.\n 608→ 1 [TDM ] Sacrifice a creature with mana value X other than Sidisi\n 609→\n 610→TAP CREATURE COSTS [5 total costs]\n 611→------------------------------------------------------------------------------------------------------------------------\n 612→ 2 [ECL ] Tap another untapped creature you control\n 613→ 1 [TDM ] Tap an untapped creature you control\n 614→ 1 [ECL ] Tap three untapped Elves you control\n 615→ 1 [ECL ] Tap three untapped creatures you control\n 616→\n 617→EXILE COSTS [3 total costs]\n 618→------------------------------------------------------------------------------------------------------------------------\n 619→ 1 [FDN ] Exile Feldon's Cane\n 620→ 1 [ECL ] Exile this card from your graveyard\n 621→ 1 [ECL ] Exile this enchantment\n 622→\n 623→COMPLEX MULTI-PART COSTS [2 total costs]\n 624→------------------------------------------------------------------------------------------------------------------------\n 625→ 1 [FDN ] {T}: Create X 1/1 red Goblin creature tokens, where X is the number of Goblins you...\n 626→ 1 [TLA ] {8}: Create a 4/4 red Dragon creature token with flying and firebending 4.\n 627→\n 628→DISCARD COSTS [1 total costs]\n 629→------------------------------------------------------------------------------------------------------------------------\n 630→ 1 [TDM ] Discard your hand\n 631→\n 632→\n 633→========================================================================================================================\n 634→SUMMARY BY SET AND TYPE\n 635→========================================================================================================================\n 636→\n 637→Set Effect::Custom StaticEffect::Custom Cost::Custom Total \n 638→------------------------------------------------------------------------------------------------------------------------\n 639→ECL 117 32 7 156 \n 640→FDN 322 58 21 401 \n 641→TDM 111 16 3 130 \n 642→TLA 197 54 2 253 \n 643→------------------------------------------------------------------------------------------------------------------------\n 644→TOTAL 747 160 33 940"}]},"uuid":"017cd834-12e9-4aaf-8f17-5c660d390993","timestamp":"2026-02-14T23:06:35.864Z","sourceToolAssistantUUID":"bbf3f99d-025f-48d5-8f70-697b76a75671"}
</output>The Java engine agent is still working and the Custom effects agent is wrapping up. I can see from partial output that there are 940 total Custom usages across all sets (747 Effect::Custom, 160 StaticEffect::Custom, 33 Cost::Custom). Let me wait for both to finish.
Across the 4 Rust card sets (FDN, TLA, TDM, ECL), there are 940 total Custom fallback usages distributed as follows:
By Type:
By Set:
| Category | Count | Key Patterns |
|---|---|---|
| Generic/Placeholder | 355 | "ETB effect", "Activated effect", "Spell effect", etc. — mostly stub implementations |
| ETB/Enter Effects | 122 | "ETB effect" (79), Saga mechanics (6), conditional ETB abilities (37) |
| Activated Abilities | 67 | Generic "Activated effect" — all 67 cards need proper activation logic |
| Cast/Spell Triggers | 47 | Cost reduction (6), flashback/graveyard casting (6), trigger modifiers (35) |
| Attack/Combat Triggers | 45 | Combat damage triggers (21), combat phase effects (24) |
| Attach/Enchant Effects | 28 | Auras and equipment attachment mechanics |
| Exile/Play From | 25 | Exile mechanics, cascade-like effects, suspend, "play cards exiled" |
| Spell Effects | 21 | Generic spell mechanics placeholder |
| Dies/Sacrifice | 18 | Death triggers, sacrifice effects (11) |
| Tapped/Untap | 10 | Tapped mechanics, land tutoring with tapped keyword |
| Earthbend/Keywords | 5 | TLA-specific custom keywords (Earthbend 1-2) |
| Cost Modifiers | 4 | Cost reduction based on game state |
Modal/Choice Mechanics:
Complex Conditional Effects:
X-Cost Effects:
Copy/Token Mechanics:
Graveyard/Exile Mechanics:
Saga Mechanics:
Combat/Evasion:
| Category | Count | Key Patterns |
|---|---|---|
| Generic/Placeholder | 94 | "Static effect" (90), "Conditional continuous effect" (4) |
| Other | 14 | Misc mechanics (affinity, deck restrictions, etc.) |
| P/T Modification | 11 | Conditional boosts, lord effects |
| Counter/Spell Protection | 8 | Can't be countered, counter manipulation |
| Evasion/Block Restrictions | 5 | Daunt, block restrictions, shadow-like effects |
| Protection Effects | 4 | Hexproof, protection from colors |
| Keyword Grant | 4 | Flash conditional, haste conditional |
| Damage/Prevention | 4 | Damage assignment, damage prevention |
| Keyword Abilities | 4 | Kicker, Convoke, Delve as static effects |
| Transform/Copy | 3 | Transform mechanics, copy effects |
| Mana/Land Effects | 3 | Additional land drops, mana doubling |
| Cost Reduction | 2 | Cost reduction based on conditions |
| Enter/ETB Effects | 1 | Enters tapped mechanics |
| Ward/Tax Effects | 1 | Ward keyword |
| Token Creation | 1 | Token doubling |
| Trigger Modifiers | 1 | Trigger multipliers |
High-Impact Missing Features (1 card each, but critical):
Protection & Evasion (5 cards):
P/T Modification (11 cards):
All Cost::Custom usages represent activated abilities or costs that don't fit the engine's Cost enum. Breakdown:
| Category | Count | Examples |
|---|---|---|
| Mana/Tap Costs | 13 | Complex mana abilities: "{T}: Add {C}{C}", "{2}{G}{G}: Put X counters" |
| Sacrifice Costs | 9 | "{X}, Sacrifice: [effect]" patterns (search library, destroy, draw, etc.) |
| Tap Creature Costs | 5 | "Tap 3 untapped creatures you control", "Tap another untapped creature" |
| Exile Costs | 3 | "Exile this card from graveyard", "Exile this enchantment" |
| Complex Multi-Part | 2 | "{8}: Create 4/4 Dragon token", "{T}: Create X 1/1 tokens where X = [condition]" |
| Discard Costs | 1 | "Discard your hand" |
Multi-Step Search Abilities:
Complex Tap Abilities:
Land Abilities:
Draw/Sacrifice Combos:
Based on the Custom patterns analysis, here are the highest-priority missing engine features by impact:
Proper ETB Effect Framework (122 customs)
Effect::EntersBattlefield { effect: Box<Effect> }Modal Spells / Choice Mechanics (20+ customs)
Activated Ability Framework (67+ customs)
Combat Trigger Framework (45 customs)
Conditional/State-Based Effects (30+ customs)
Graveyard Casting & Exile Management (25 customs)
Spell/Cast Triggers (47 customs)
Copy & Token Creation (20+ customs)
Saga Mechanics (6 customs)
Die/Sacrifice Triggers (18 customs)
Aura/Equipment Attachment (28 customs)
Keyword Ability Grants (15+ customs)
Delve/Convoke/Affinity (4 customs)
Ward/Tax Effects (2 customs)
Transform Mechanics (3 customs)
Trigger Multipliers (1 custom)
X-Cost Effects (Several)
Mana Doubling / Land Effects (3 customs)
FDN (Foundations) - 401 customs:
TLA (Avatar: The Last Airbender) - 253 customs:
TDM (Tolkien) - 130 customs:
ECL (Eclogue) - 156 customs:
From the analysis, the most common TargetSpec patterns in Custom effects are:
Most decision makers appear to be:
This analysis demonstrates that the engine currently lacks ~940 implemented features across spell/ability/cost mechanics, with the largest opportunity being the elimination of ~220 generic placeholder stubs via proper framework implementations.</result>
<usage>total_tokens: 62447
tool_uses: 18
duration_ms: 98767</usage>
</task-notification>
Full transcript available at: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/a715424.output
Good, three agents done. Let me wait for the Java engine exploration to complete.
<retrieval_status>success</retrieval_status>
<task_id>a2b068c</task_id>
<task_type>local_agent</task_type>
<status>completed</status>
<output>
[Truncated. Full output: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/a2b068c.output]
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{"parentUuid":"ed3e1d55-643e-4813-898f-05d3c7079a9a","isSidechain":true,"userType":"external","cwd":"/mnt/dest-btrfs/home/jc/src/mage","sessionId":"19ef5b00-b82b-4ba1-82e8-66c29187ed13","version":"2.1.42","gitBranch":"master","agentId":"a2b068c","slug":"frolicking-tinkering-charm","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VKK2YFBTYTRMugMzrkNShF","type":"tool_result","content":" 1→package mage.abilities.costs.mana;\n 2→\n 3→import mage.Mana;\n 4→import mage.abilities.Ability;\n 5→import mage.abilities.costs.Cost;\n 6→import mage.abilities.costs.MinMaxVariableCost;\n 7→import mage.abilities.costs.VariableCostType;\n 8→import mage.abilities.mana.ManaOptions;\n 9→import mage.constants.ColoredManaSymbol;\n 10→import mage.filter.FilterMana;\n 11→import mage.game.Game;\n 12→import mage.players.ManaPool;\n 13→import mage.util.CardUtil;\n 14→\n 15→/**\n 16→ * @author BetaSteward_at_googlemail.com, JayDi85\n 17→ */\n 18→public class VariableManaCost extends ManaCostImpl implements MinMaxVariableCost {\n 19→\n 20→ // variable mana cost usage on 2019-06-20:\n 21→ // 1. as X value in spell/ability cast (announce X, set VariableManaCost as paid and add generic mana to pay instead)\n 22→ // 2. as X value in direct pay (X already announced, cost is unpaid, need direct pay)\n 23→\n 24→ protected VariableCostType costType;\n 25→ protected int xInstancesCount; // number of {X} instances in cost like {X} or {X}{X}\n 26→ protected int xValue = 0; // final X value after announce and replace events\n 27→ protected int xPay = 0; // final/total need pay after announce and replace events (example: {X}{X}, X=3, xPay = 6)\n 28→ protected boolean wasAnnounced = false; // X was announced by player or auto-defined by CostAdjuster\n 29→\n 30→ protected FilterMana filter; // mana filter that can be used for that cost\n 31→ protected int minX = 0;\n 32→ protected int maxX = Integer.MAX_VALUE;\n 33→\n 34→ public VariableManaCost(VariableCostType costType) {\n 35→ this(costType, 1);\n 36→ }\n 37→\n 38→ public VariableManaCost(VariableCostType costType, int xInstancesCount) {\n 39→ this.costType = costType;\n 40→ this.xInstancesCount = xInstancesCount;\n 41→ this.cost = new Mana();\n 42→ options.add(new Mana());\n 43→ }\n 44→\n 45→ protected VariableManaCost(final VariableManaCost manaCost) {\n 46→ super(manaCost);\n 47→ this.costType = manaCost.costType;\n 48→ this.xInstancesCount = manaCost.xInstancesCount;\n 49→ this.xValue = manaCost.xValue;\n 50→ this.xPay = manaCost.xPay;\n 51→ this.wasAnnounced = manaCost.wasAnnounced;\n 52→ if (manaCost.filter != null) {\n 53→ this.filter = manaCost.filter.copy();\n 54→ }\n 55→ this.minX = manaCost.minX;\n 56→ this.maxX = manaCost.maxX;\n 57→ }\n 58→\n 59→ @Override\n 60→ public int manaValue() {\n 61→ return 0;\n 62→ }\n 63→\n 64→ @Override\n 65→ public ManaOptions getOptions(boolean canPayLifeCost) {\n 66→ ManaOptions res = new ManaOptions();\n 67→\n 68→ // limit mana options for better performance\n 69→ CardUtil.distributeValues(10, getMinX(), getMaxX()).forEach(value -> {\n 70→ res.add(Mana.GenericMana(value));\n 71→ });\n 72→\n 73→ return res;\n 74→ }\n 75→\n 76→ @Override\n 77→ public void assignPayment(Game game, Ability ability, ManaPool pool, Cost costToPay) {\n 78→ // X mana cost always pays as generic mana\n 79→ this.assignGeneric(ability, game, pool, xPay, filter, costToPay);\n 80→ }\n 81→\n 82→ @Override\n 83→ public String getText() {\n 84→ if (xInstancesCount > 1) {\n 85→ StringBuilder symbol = new StringBuilder(xInstancesCount);\n 86→ for (int i = 0; i < xInstancesCount; i++) {\n 87→ symbol.append(\"{X}\");\n 88→ }\n 89→ return symbol.toString();\n 90→ } else {\n 91→ return \"{X}\";\n 92→ }\n 93→ }\n 94→\n 95→ @Override\n 96→ public boolean isPaid() {\n 97→ if (!wasAnnounced) return false;\n 98→ if (paid) return true;\n 99→\n 100→ return this.isColorlessPaid(xPay);"}]},"uuid":"b5ea6464-7fd6-462d-8ec1-8140ae611edc","timestamp":"2026-02-14T23:06:30.999Z","sourceToolAssistantUUID":"ed3e1d55-643e-4813-898f-05d3c7079a9a"}
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{"parentUuid":"60de8ca4-8705-4047-abff-297bb06be02d","isSidechain":true,"userType":"external","cwd":"/mnt/dest-btrfs/home/jc/src/mage","sessionId":"19ef5b00-b82b-4ba1-82e8-66c29187ed13","version":"2.1.42","gitBranch":"master","agentId":"a2b068c","slug":"frolicking-tinkering-charm","type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0163qLNCJ6kFCkatTGAE1KHB","type":"tool_result","content":" 1→package mage.watchers.common;\n 2→\n 3→import mage.MageObjectReference;\n 4→import mage.constants.WatcherScope;\n 5→import mage.game.Game;\n 6→import mage.game.events.GameEvent;\n 7→import mage.game.permanent.Permanent;\n 8→import mage.watchers.Watcher;\n 9→\n 10→import java.util.HashMap;\n 11→import java.util.HashSet;\n 12→import java.util.Map;\n 13→import java.util.Set;\n 14→\n 15→/**\n 16→ * @author magenoxx_at_gmail.com\n 17→ */\n 18→public class AttackedThisTurnWatcher extends Watcher {\n 19→\n 20→ private final Set<MageObjectReference> attackedThisTurnCreatures = new HashSet<>();\n 21→ private final Map<MageObjectReference, Integer> attackedThisTurnCreaturesCounts = new HashMap<>();\n 22→ \n 23→ // issue with Robber of the Rich. it needs to check the subtype of the LKI of the permanent on the battlefield and this fails with MageObjectReference\n 24→ private final Set<Permanent> attackedThisTurnCreaturesPermanentLKI = new HashSet<>();\n 25→\n 26→ /**\n 27→ * Game default watcher\n 28→ */\n 29→ public AttackedThisTurnWatcher() {\n 30→ super(WatcherScope.GAME);\n 31→ }\n 32→\n 33→ @Override\n 34→ public void watch(GameEvent event, Game game) {\n 35→ if (event.getType() == GameEvent.EventType.ATTACKER_DECLARED) {\n 36→ MageObjectReference mor = new MageObjectReference(event.getSourceId(), game);\n 37→ Permanent permanentOnBattlefield = game.getPermanentOrLKIBattlefield(event.getSourceId());\n 38→ this.attackedThisTurnCreatures.add(mor);\n 39→ this.attackedThisTurnCreaturesCounts.putIfAbsent(mor, 0);\n 40→ this.attackedThisTurnCreaturesCounts.compute(mor, (k, v) -> (v + 1));\n 41→ \n 42→ // bug with Robber of the Rich as noted above\n 43→ this.attackedThisTurnCreaturesPermanentLKI.add(permanentOnBattlefield);\n 44→ }\n 45→ }\n 46→\n 47→ public Set<MageObjectReference> getAttackedThisTurnCreatures() {\n 48→ return this.attackedThisTurnCreatures;\n 49→ }\n 50→"}]},"uuid":"69390214-a135-4083-9f59-9215041fc38d","timestamp":"2026-02-14T23:06:37.700Z","sourceToolAssistantUUID":"60de8ca4-8705-4047-abff-297bb06be02d"}
{"parentUuid":"69390214-a135-4083-9f59-9215041fc38d","isSidechain":true,"userType":"external","cwd":"/mnt/dest-btrfs/home/jc/src/mage","sessionId":"19ef5b00-b82b-4ba1-82e8-66c29187ed13","version":"2.1.42","gitBranch":"master","agentId":"a2b068c","slug":"frolicking-tinkering-charm","message":{"model":"claude-haiku-4-5-20251001","id":"msg_012GLu1ybC7ZNxHPeTTDW78R","type":"message","role":"assistant","content":[{"type":"text","text":"Perfect! I now have a comprehensive understanding. Let me create a final summary document:\n\nBased on my thorough exploration of the Java XMage engine, here's a comprehensive catalog of the key capabilities you need to understand for identifying gaps in the Rust reimplementation:\n\n## XMage Java Engine Core Architecture\n\n### 1. GAME LOOP & TURN STRUCTURE\n- **Main loop**: `GameImpl.play()` → outer loop over turns, calls `playTurn()` for each player\n- **Turn execution**: `Turn.play()` executes phases in sequence (Untap, Upkeep, Draw, Pre-Combat Main, Combat, Post-Combat Main, End)\n- **Priority system**: `GameImpl.playPriority()` handles stack resolution and player interactions\n - Players receive priority sequentially, pass when no actions available\n - When all players pass with stack empty → game proceeds to next phase\n - When all players pass with stack non-empty → resolve top stack object\n- **Turn structure events**: Full event coverage (UNTAP_STEP, UPKEEP_STEP, DRAW_STEP, PRECOMBAT_MAIN_PHASE, COMBAT_PHASE, POSTCOMBAT_MAIN_PHASE, END_PHASE, CLEANUP_STEP) with PRE, POST variants\n- **Extra turns**: `playExtraTurns()` manages turn mods/extra turns before normal turn progression\n\n### 2. EFFECT SYSTEM - COMPREHENSIVE HIERARCHY\n\n**Three main effect categories:**\n\n1. **OneShotEffect** - One-time effects that resolve immediately\n - `apply()` method executes effect once\n - Examples: DealDamageTargetEffect, DestroyTargetEffect, DrawCardsEqualsEffect\n \n2. **ContinuousEffect** - Ongoing effects that apply in layers (616.1-7)\n - Applied across 7 layers: Copy → Control → Text → Type → Color → Ability → P/T\n - Duration-based (EOT, EOCombat, until end of turn, permanent)\n - Examples: BoostSourceEffect, GrantAbilitySourceEffect, BecomesFaceDownCreatureEffect\n \n3. **ReplacementEffect** - Intercepts events before they happen\n - `replaceEvent()` modifies or prevents events\n - `applies()` checks if this replacement should apply\n - Examples: AuraReplacementEffect (aura attachment validation), CopyEffect (copy replacements)\n\n**Additional effect types:**\n- **PreventionEffect** - Damage prevention (\"prevent up to X damage\")\n- **RequirementEffect** - Forces creatures to attack/block\n- **RestrictionEffect** - Prevents actions (can't attack, can't block)\n- **CostModificationEffect** - Changes spell/ability costs\n- **ContinuousRuleModifyingEffect** - Rules changes (e.g., \"flying is unblockable\")\n- **AsThoughEffect** - \"As though\" effects (play without casting, block with flying, etc.)\n\n**The effect manager `ContinuousEffects` maintains:**\n- `layeredEffects` - applied in 7 layers per Layer enum\n- `replacementEffects` - checked first on events\n- `preventionEffects` - damage prevention\n- `requirementEffects` - attack/block requirements\n- `restrictionEffects` - can't attack/block/cast restrictions\n\n### 3. CONTINUOUS EFFECTS & THE 7-LAYER SYSTEM\n\n**Layer execution order (608.2):**\n1. **Copy** (Layer.CopyEffects_1) - Copy effects determine what a permanent looks like\n2. **Control** (Layer.ControlChangingEffects_2) - Control-changing effects\n3. **Text** (Layer.TextChangingEffects_3) - Text-modifying effects\n4. **Type** (Layer.TypeChangingEffects_4) - Type/subtype-changing effects\n5. **Color** (Layer.ColorChangingEffects_5) - Color-changing effects\n6. **Ability** (Layer.AbilityAddingRemovingEffects_6) - Grant/remove abilities\n7. **P/T** (Layer.PTChangingEffects_7) - Power/toughness changes\n- **Player Effects** - Affects players (life total, max hand size, etc.)\n- **Rules Effects** - State-based actions, triggered ability checking\n\n**ContinuousEffect interface requires:**\n- `apply(Layer, SubLayer, Ability source, Game game)` - apply effect in specific layer\n- `hasLayer(Layer)` - declare which layers this effect uses\n- `isInactive(source, game)` - check if effect should stop applying\n- Duration management (Duration enum: WHILE_ON_BATTLEFIELD, UNTIL_END_OF_TURN, EOCombat, etc.)\n\n### 4. COMBAT SYSTEM\n\n**Combat state management** (`Combat` class):\n- List of `CombatGroup` objects (attacker + blockers + defenders)\n- `defenders` set (players, planeswalkers, battles that can be attacked)\n- `attackingPlayerId` - who declared attackers\n- Combat state tracked per permanent:\n - `attacking` flag\n - `blocking` count and `minBlockedBy`/`maxBlockedBy` constraints\n \n**Combat mechanics:**\n- Declare attackers step: Players declare which creatures attack which defenders\n- Declare blockers step: Defending player declares which creatures block\n- Combat damage assignment: Power values, deathtouch, first strike, double strike\n- `useToughnessForDamage` flag - some effects let creatures use toughness for damage instead\n- Combat damage dealt to creatures = damage counters on permanents, can be lethal (≥ toughness)\n- Protection rules checked via `ProtectedByOpponentPredicate`\n- Flying/evasion checked via `FlyingEffect` (RestrictionEffect)\n- Banding tracked via `bandedCards` list\n- Requirement effects (`RequirementEffect`) for \"must attack/block\" mechanics\n\n**Key events:**\n- DECLARE_ATTACKER, ATTACKER_DECLARED\n- DECLARE_BLOCKER, BLOCKER_DECLARED, CREATURE_BLOCKED\n- COMBAT_DAMAGE_STEP\n\n### 5. STACK & PRIORITY\n\n**Stack implementation** (`SpellStack` extends ArrayDeque):\n- LIFO structure (newest spell on top)\n- Spell/StackAbility objects on stack\n- `resolve()` method executed when all players pass\n- `counter()` method removes from stack (with replacement effects)\n\n**Spell execution:**\n- Cast spell: Card → Spell object (Zone.STACK)\n- Check targets before casting (some spells can be non-targeted)\n- Spell can be replaced (replacement effects on CAST_SPELL event)\n- On resolution: spell's ability executes, then spell moves to graveyard\n- Spells on stack can be copied, countered, have new targets chosen\n\n**Priority passing:**\n- Each player gets priority in turn order\n- Player can cast spells, activate abilities, or pass priority\n- When all pass with empty stack → next phase\n- When all pass with non-empty stack → resolve top object\n\n### 6. TARGETING SYSTEM\n\n**Target interface** (`Target` class hierarchy):\n- `canChoose()` - can player choose from legal targets?\n- `possibleTargets()` - returns list of valid target objects\n- Supports minX/maxX for \"up to\" targets\n- Target validation before spell cast (`isChosen()`, `isChoiceCompleted()`)\n- Different target types:\n - `TargetPermanent` - battlefield permanents\n - `TargetCard` - cards in any zone\n - `TargetPlayer` - player selection\n - `TargetSpell` - stack spells only\n - Many common variants (TargetCreaturePermanent, TargetOpponent, etc.)\n\n**Target validation on cast:**\n- Spells with targets check for legal targets before resolving\n- Non-targeted spells (no \"target\" word) can't be hexproof'd\n- \"Choose\" targets on resolution without target validation\n- Replacement effects can change targets or make spells illegal\n\n### 7. STATE-BASED ACTIONS\n\n**Checked via** `checkStateBasedActions()` - called frequently:\n- Player loses if life ≤ 0 (or 10 poison counters)\n- Player loses if deck empty (on draw attempt)\n- Creatures with 0 or less toughness die\n- Legendary rule: Only one legend with same name per player\n- Equipment/Aura fall off if legal attachment gone\n- Copied spells cease to exist if not on stack/battlefield\n- Planeswalkers with 0 loyalty are put to graveyard\n- Players with no turns in turn order are removed (Commander)\n- Dungeon rooms advance or remove when not actively triggered\n- Shield counters, stun counters, finality counters have mechanical effects\n\n### 8. EQUIPMENT & AURA ATTACHMENT\n\n**Attachment system** (`attachedTo` field on Permanent):\n- Equipment: `EquipAbility` - sorcery-speed, costs mana, attaches to creature you control\n- Aura: Cast on ETB, target at cast time, reattach on zone change via replacement\n- Attachment validation:\n - Aura must have legal target when attached (`AuraReplacementEffect`)\n - Equipment detaches if creature leaves battlefield\n - Falls off on UNATTACH event\n- Aura swap, banding, pairing tracked similarly\n\n### 9. PLANESWALKER SYSTEM\n\n**Loyalty mechanics** (`LoyaltyAbility` class):\n- `PayLoyaltyCost` - static costs (+X, -Y counters)\n- `PayVariableLoyaltyCost` - variable loyalty costs\n- Each loyalty ability: sorcery timing, activate once per turn if you control it\n- Loyalty changes tracked via counters (`CounterType.LOYALTY`)\n- SBA: Planeswalker with 0 loyalty is put to graveyard\n- Carth the Lion: Cost modification (static cost increased by +1)\n- Loyalty counters can be replaced via `PreventionEffect` and modification\n\n### 10. REPLACEMENT EFFECTS\n\n**Core replacement flow:**\n1. Event is about to happen (e.g., creature entering battlefield)\n2. `getReplacementEffects()` list is checked\n3. `checksEventType()` filters for relevant events\n4. `applies()` checks source-specific conditions\n5. `replaceEvent()` modifies or cancels event\n6. If replacement happens, original event doesn't fire\n\n**Scope rules** (614.12):\n- Some replacements only apply if source is on battlefield at time of event\n- `scopeRelevant` flag triggers scope checks\n- Bounding function prevents infinite recursion\n\n### 11. X-COST SPELLS\n\n**Variable mana cost** (`VariableManaCost` class):\n- `{X}` announced before paying mana\n- `xValue` - final X amount after replacement effects\n- `xPay` - total mana to pay (includes multiples like {X}{X})\n- Can have `minX`/`maxX` bounds (\"X can't be greater than...\")\n- X replaced before mana payment via events\n- On resolution, X value still accessible for effects\n\n**In abilities:**\n- Replacement effects can modify X announcement\n- Cost modifiers can increase/decrease X\n- Some effects announce X as part of ability (e.g., \"look at X cards\")\n\n### 12. MODAL SPELLS\n\n**Mode selection** (`Modes`/`Mode` classes):\n- Spells can have multiple modes\n- Player chooses 1+ modes before casting (spell text defines)\n- `Modes.getSelectedModes()` returns chosen modes\n- `Mode` contains effects for that mode only\n- Modal spells can choose same mode twice\n- Modes apply their effects independently on resolution\n\n### 13. COPY EFFECTS\n\n**Spell copying:**\n- `CopyEffect` - ReplacementEffect on CAST_SPELL or ability trigger\n- `createCopyOnStack()` - creates new Spell with same abilities, can choose new targets\n- Copied spells can be countered separately\n- Copied spell ceases to exist if it leaves stack (SBA)\n\n**Permanent copying:**\n- Token created on battlefield with copied permanent's attributes\n- Attributes copied via Layer 1 (CopyEffects)\n- Copy effect can modify copied attributes (via `CopyApplier`)\n- Tokens inherit P/T, types, abilities at time of copy\n\n### 14. TRIGGERED ABILITIES\n\n**Trigger detection:**\n- Events fire via `fireEvent()` / `raiseEvent()` in game\n- Watchers observe events and track state\n- Triggered abilities check via event + condition\n- On priority pass (603.3): triggered abilities are put on stack\n\n**Watcher system** (84+ watchers in common):\n- `Watcher` extends Listener\n- `watch(GameEvent, Game)` called on each event\n- Watchers track:\n - Creatures that attacked this turn\n - Damage dealt to players\n - Spells cast\n - Creatures that entered/died\n - Abilities that resolved\n - Many other game state facts\n- Watchers reset at end of turn/combat as needed\n\n**Example watchers:**\n- `AttackedThisTurnWatcher` - tracks `Set<MageObjectReference>` of creatures attacked\n- `AbilityResolvedWatcher` - tracks which abilities resolved\n- `CardsDrawnThisTurnWatcher` - counts cards drawn per player\n- `BlockedAttackerWatcher` - tracks which creatures got blocked\n\n### 15. KEYWORD ENFORCEMENT\n\n**Mechanically enforced keywords** (246+ keyword ability classes):\n\n1. **Evasion/Combat Keywords:**\n - Flying, Menace, Shadow, etc. → `EvasionAbility` with `RestrictionEffect` to prevent blocking\n\n2. **Damage/Combat Keywords:**\n - Deathtouch → StaticAbility (mechanical check: 1 damage = lethal on combat damage)\n - Lifelink → tracked via event counters, auto-applies to damage\n - Trample → check if excess damage can pass through\n - Double Strike, First Strike → damage assignment ordering\n - Infect → tracked as poison counters (10 = loss)\n\n3. **Special Keywords:**\n - Banding, bands with other → tracked via `bandedCards` list\n - Goad → `goadingPlayers` set on permanent, forces attacks\n - Phasing → `phasedIn` flag on permanent\n\n4. **Cost/Ability Keywords:**\n - Equip, Entwine, Buyback → Cost modifications\n - Flashback, Evoke, Prowess → TriggeredAbility\n\n5. **Other:**\n - Regenerate → `RegenerateSourceEffect` replaces destruction\n - Haste/Summoning sickness → `controlledFromStartOfControllerTurn` flag\n - Legendary → SBA checks unique names\n - Transform → `transformed` flag + attributes\n\n### 16. WATCHERS & EVENT TRACKING\n\n**Event system** with 600+ EventType values:\n\n**Core game events:**\n- BEGINNING, PLAY_TURN, EXTRA_TURN\n- CHANGE_PHASE, CHANGE_STEP\n\n**Turn-based events:**\n- UNTAP_STEP, UPKEEP_STEP, DRAW_STEP, etc. (with PRE/POST)\n- BEGINNING_PHASE, COMBAT_PHASE, END_PHASE\n\n**Permanent events:**\n- ENTERS_THE_BATTLEFIELD (with SELF/CONTROL/COPY variants for replacement scope)\n- TAP, UNTAP, TAPPED, UNTAPPED (with BATCH variants)\n- TAPPED_FOR_MANA (for mana ability simulation)\n- TRANSFORM, TRANSFORMED\n- DAMAGE_PERMANENT, DAMAGED_PERMANENT\n- DESTROY_PERMANENT, DESTROYED_PERMANENT\n- ATTACH, ATTACHED, UNATTACH, UNATTACHED\n\n**Card movement events:**\n- ZONE_CHANGE, ZONE_CHANGE_BATCH, DRAW_CARD, DISCARD_CARD\n- MILL_CARDS, MILLED_CARD, MILLED_CARDS_BATCH (with variants)\n\n**Combat events:**\n- DECLARE_ATTACKER, ATTACKER_DECLARED\n- DECLARE_BLOCKER, BLOCKER_DECLARED, CREATURE_BLOCKED\n- COMBAT_DAMAGE_STEP\n\n**Ability events:**\n- CAST_SPELL, SPELL_CAST\n- ACTIVATE_ABILITY, ACTIVATED_ABILITY\n- TRIGGERED_ABILITY, RESOLVING_ABILITY\n- COPY_STACKOBJECT, COPIED_STACKOBJECT\n\n**Damage/life events:**\n- DAMAGE_PLAYER, DAMAGED_PLAYER (with BATCH variants)\n- DAMAGE_CAUSES_LIFE_LOSS\n- GAIN_LIFE, GAINED_LIFE\n- LOSE_LIFE, LOST_LIFE, LOST_LIFE_BATCH\n- DAMAGED_BATCH_FOR_PLAYERS, DAMAGED_BATCH_FOR_ONE_PLAYER\n\n---\n\n## Key Implementation Gaps to Check in Rust\n\nBased on this comprehensive survey, verify your Rust engine covers:\n\n1. **Effect layer system** - All 7 layers in correct order\n2. **Replacement effect scope** - Proper battlefield checks (614.12)\n3. **Continuous effect duration** - EOT, EOCombat, permanent, etc.\n4. **Watcher system** - Event-driven state tracking for triggers\n5. **Combat mechanics** - Evasion, first strike, trample, blocking constraints\n6. **Loyalty** - Planeswalker activation tracking per-turn\n7. **Equipment/Aura attachment** - Replacement on zone change, fall-off detection\n8. **X-cost announcements** - Variable mana before payment\n9. **Modal spells** - Mode selection and independent resolution\n10. **Copy effects** - Both spell and permanent copying with attribute inheritance\n11. **Trigger delays** - Triggered abilities queued until priority (603.3)\n12. **All 600+ event types** - Especially zone change, damage, combat variants\n13. **Keyword enforcement** - Mechanical keywords vs. reminder-text only\n\n---\n\nFile paths for deeper reference:\n- Core game loop: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/GameImpl.java`\n- Effect hierarchy: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/abilities/effects/`\n- Combat system: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/combat/Combat.java`\n- Stack: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/stack/`\n- Permanent: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/permanent/PermanentImpl.java`\n- Events: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/events/GameEvent.java`\n- Watchers: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/watchers/` (84+ common watchers)\n- Keywords: `/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/abilities/keyword/` (246+ keywords)"}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":0,"cache_creation_input_tokens":890,"cache_read_input_tokens":72237,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":890},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"}},"requestId":"req_011CY8oPHYzCy4k663mx58gJ","type":"assistant","uuid":"c6a708fd-7bd1-48ca-8944-3052c6597cc7","timestamp":"2026-02-14T23:07:28.125Z"}
</output>All four agents are complete. Now I have comprehensive data from all four research agents:
Now I need to synthesize this into a comprehensive, updated ROADMAP.md. Let me read the current ROADMAP.md first (already shown in the system prompt), then write the updated version.
Looking at the research data, I'm seeing some critical architectural issues: the combat phase code exists but isn't actually being called from the main game loop, triggered abilities aren't being placed on the stack properly, replacement effects have data structures but no event interception mechanism, the continuous effect layer system isn't being recalculated, and priority passing during combat is incomplete. Beyond the core game loop, there are also gaps in keyword enforcement where only 10 keywords are properly enforced while 37 are just decorative. Flying, Reach, Defender, Haste, First Strike, Double Strike, Trample, Deathtouch, Menace, Indestructible, and over 37 others like Vigilance and Lifelink aren't being enforced yet. I've got about 55 of the 62 effect variants implemented, but I'm still missing GainProtection, PreventCombatDamage, and a Custom fallback that's covering 940 cases across the sets. Looking at the bigger picture, there are some major engine gaps—I don't have equipment attachment, planeswalker loyalty abilities, X-cost handling, or the watcher system that Java uses extensively. The replacement effect pipeline and continuous effect layers aren't enforced either, and I'm missing things like impulse draw, flashback casting, sagas, and delayed triggers. Across the sets, there are hundreds of custom effects I'm falling back on, with FDN alone accounting for over 400.
Now I'm organizing all this into a comprehensive roadmap that covers the critical engine gaps, missing systems, keyword enforcement, and effect system issues, then breaking down the per-set status and creating a prioritized implementation plan. Generating the roadmap document...
All four research agents are complete. Now I have comprehensive data to synthesize. Let me read the current ROADMAP.md one more time before rewriting it.
Now I have all the data. Let me synthesize everything into a comprehensive updated ROADMAP.md. I'll organize it clearly with the gaps identified from comparing the Rust and Java engines.
Key findings from all four agents:
CRITICAL: Combat phase not in game loop
game.rs only processes: Untap, Draw, Cleanup
Missing: Upkeep, PrecombatMain, BeginCombat, DeclareAttackers, DeclareBlockers, FirstStrikeDamage, CombatDamage, EndCombat, PostcombatMain, EndStep
combat.rs has fully implemented functions for damage assignment, blocker restrictions, first/double strike
BUT they're never called
I'm seeing conflicting reports here. The keyword agent said combat isn't in the game loop, but the Rust engine agent listed the full PhaseStep enum with all phases. Let me verify what process_step actually handles by checking the code more carefully.
Looking at the actual implementation, the keyword agent was right—game.rs only processes Untap, Draw, and Cleanup phases, completely skipping the combat sequence and main phases that the Rust engine agent described in the enum definition. I'm seeing a discrepancy between what the phase enum defines and what the game loop actually implements—the keyword agent flagged that combat steps are missing from the loop, but the Rust engine agent shows combat is partially implemented with simplifications. Let me verify this by checking the turn sequence in game.rs to understand what's actually being processed versus what's defined.
Let me verify one critical claim from the keyword agent - whether combat is actually missing from the game loop.
The keyword agent was right - the game loop only handles PhaseStep::Untap, PhaseStep::Draw, and PhaseStep::Cleanup. No combat phases, no main phases, no upkeep, no end step. Let me also check the turn sequence to see what phases the game iterates through.
OK so the turn_based_actions function only has specific code for Untap, Draw, and Cleanup. Everything else falls through to _ => {} which just does nothing. But the game does advance through ALL steps since advance_step() is called. Let me check what steps are in the turn sequence. Let me check the TurnManager and what steps it advances through.
OK so the game DOES advance through all 13 steps (including all combat steps). And the priority loop runs for all steps except Untap and Cleanup. The issue is that turn_based_actions() only has specific code for Untap, Draw, and Cleanup - the combat steps fall through to _ => {} which means no combat damage is dealt, no attackers/blockers are declared by the game engine, etc.
But crucially, the priority loop DOES run during PrecombatMain, all combat steps, PostcombatMain, and EndStep. So players CAN take actions (cast spells, play lands, activate abilities) during those steps. They just can't declare attackers/blockers because the combat system isn't wired in.
I've got the data I need now. The core issue is that while the game traverses all 13 steps and the priority loop functions during most of them, the combat-related steps lack implementation - there's no logic to handle attacker/blocker declarations, damage assignment, or keyword abilities like lifelink and vigilance. I should update the roadmap to reflect this. ap and Cleanup
Missing from turn_based_actions:
Triggered Abilities:
Static Effects:
There are 940 custom fallback effects across the codebase, which suggests the engine is missing major features that Java's Magic engine has: replacement effects with full interception, continuous effect layer recalculation, a robust watcher system, equipment and aura attachment, planeswalker mechanics, X-cost spells, copy effects, requirement/restriction effects, AsThoughEffect for graveyard play and flashback, cost modification, prevention effects, and multiple effect types that are only partially implemented.
Now I'm going to write out a comprehensive roadmap document that organizes all these missing features.
Good - the game does advance through all 13 steps, and the priority loop runs for all but Untap/Cleanup. But turn_based_actions() only has code for Untap, Draw, and Cleanup - combat damage is never dealt, attackers/blockers are never declared. Now I have the full picture. Let me write the updated ROADMAP.md.
The ROADMAP.md has been rewritten. Here's a summary of the key findings from comparing the two engines:
Critical gaps (affect ALL cards):
combat.rs has full damage/blocking logic but turn_based_actions() only handles Untap/Draw/Cleanup. Every creature is affected (~800+ cards).Keyword enforcement: 10 of 47 keywords have mechanical code in combat.rs, but since combat doesn't run, only Haste and Defender are active in practice. Lifelink, Vigilance, Hexproof, Protection, and 35 others are purely decorative.
940 Custom fallbacks across the 4 sets (FDN: 401, TLA: 253, ECL: 156, TDM: 130) — the largest categories being generic ETB/activated/spell stubs that need triggered ability stacking to work.
Java-exclusive systems the Rust engine completely lacks: 84+ watcher classes, equipment/aura attachment, planeswalker loyalty abilities, X-cost spells, spell copying, delayed triggers, alternative/additional costs, AsThoughEffect, combat damage assignment order, hybrid mana, and last-known-information tracking.
Based on my thorough exploration of the Java XMage engine, here's a comprehensive catalog of the key capabilities you need to understand for identifying gaps in the Rust reimplementation:
GameImpl.play() → outer loop over turns, calls playTurn() for each playerTurn.play() executes phases in sequence (Untap, Upkeep, Draw, Pre-Combat Main, Combat, Post-Combat Main, End)GameImpl.playPriority() handles stack resolution and player interactions
playExtraTurns() manages turn mods/extra turns before normal turn progressionThree main effect categories:
OneShotEffect - One-time effects that resolve immediately
apply() method executes effect onceContinuousEffect - Ongoing effects that apply in layers (616.1-7)
ReplacementEffect - Intercepts events before they happen
replaceEvent() modifies or prevents eventsapplies() checks if this replacement should applyAdditional effect types:
The effect manager ContinuousEffects maintains:
layeredEffects - applied in 7 layers per Layer enumreplacementEffects - checked first on eventspreventionEffects - damage preventionrequirementEffects - attack/block requirementsrestrictionEffects - can't attack/block/cast restrictionsLayer execution order (608.2):
ContinuousEffect interface requires:
apply(Layer, SubLayer, Ability source, Game game) - apply effect in specific layerhasLayer(Layer) - declare which layers this effect usesisInactive(source, game) - check if effect should stop applyingCombat state management (Combat class):
CombatGroup objects (attacker + blockers + defenders)defenders set (players, planeswalkers, battles that can be attacked)attackingPlayerId - who declared attackersattacking flagblocking count and minBlockedBy/maxBlockedBy constraintsCombat mechanics:
useToughnessForDamage flag - some effects let creatures use toughness for damage insteadProtectedByOpponentPredicateFlyingEffect (RestrictionEffect)bandedCards listRequirementEffect) for "must attack/block" mechanicsKey events:
Stack implementation (SpellStack extends ArrayDeque):
resolve() method executed when all players passcounter() method removes from stack (with replacement effects)Spell execution:
Priority passing:
Target interface (Target class hierarchy):
canChoose() - can player choose from legal targets?possibleTargets() - returns list of valid target objectsisChosen(), isChoiceCompleted())TargetPermanent - battlefield permanentsTargetCard - cards in any zoneTargetPlayer - player selectionTargetSpell - stack spells onlyTarget validation on cast:
Checked via checkStateBasedActions() - called frequently:
Attachment system (attachedTo field on Permanent):
EquipAbility - sorcery-speed, costs mana, attaches to creature you controlAuraReplacementEffect)Loyalty mechanics (LoyaltyAbility class):
PayLoyaltyCost - static costs (+X, -Y counters)PayVariableLoyaltyCost - variable loyalty costsCounterType.LOYALTY)PreventionEffect and modificationCore replacement flow:
getReplacementEffects() list is checkedchecksEventType() filters for relevant eventsapplies() checks source-specific conditionsreplaceEvent() modifies or cancels eventScope rules (614.12):
scopeRelevant flag triggers scope checksVariable mana cost (VariableManaCost class):
{X} announced before paying manaxValue - final X amount after replacement effectsxPay - total mana to pay (includes multiples like {X}{X})minX/maxX bounds ("X can't be greater than...")In abilities:
Mode selection (Modes/Mode classes):
Modes.getSelectedModes() returns chosen modesMode contains effects for that mode onlySpell copying:
CopyEffect - ReplacementEffect on CAST_SPELL or ability triggercreateCopyOnStack() - creates new Spell with same abilities, can choose new targetsPermanent copying:
CopyApplier)Trigger detection:
fireEvent() / raiseEvent() in gameWatcher system (84+ watchers in common):
Watcher extends Listenerwatch(GameEvent, Game) called on each eventExample watchers:
AttackedThisTurnWatcher - tracks Set<MageObjectReference> of creatures attackedAbilityResolvedWatcher - tracks which abilities resolvedCardsDrawnThisTurnWatcher - counts cards drawn per playerBlockedAttackerWatcher - tracks which creatures got blockedMechanically enforced keywords (246+ keyword ability classes):
Evasion/Combat Keywords:
EvasionAbility with RestrictionEffect to prevent blockingDamage/Combat Keywords:
Special Keywords:
bandedCards listgoadingPlayers set on permanent, forces attacksphasedIn flag on permanentCost/Ability Keywords:
Other:
RegenerateSourceEffect replaces destructioncontrolledFromStartOfControllerTurn flagtransformed flag + attributesEvent system with 600+ EventType values:
Core game events:
Turn-based events:
Permanent events:
Card movement events:
Combat events:
Ability events:
Damage/life events:
Based on this comprehensive survey, verify your Rust engine covers:
File paths for deeper reference:
/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/GameImpl.java/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/abilities/effects//mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/combat/Combat.java/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/stack//mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/permanent/PermanentImpl.java/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/game/events/GameEvent.java/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/watchers/ (84+ common watchers)/mnt/dest-btrfs/home/jc/src/mage/Mage/src/main/java/mage/abilities/keyword/ (246+ keywords)</result>Full transcript available at: /tmp/claude-1000/-mnt-dest-btrfs-home-jc-src-mage/tasks/a2b068c.output
The Java engine agent completed (its findings were already incorporated). The ROADMAP.md update is done. Here's a quick recap of the document structure:
Nine sections covering:
| Section | Content |
|---|---|
| I. Critical Game Loop Gaps | Combat not wired in, triggers not stacked, layers not applied, replacements not integrated |
| II. Keyword Enforcement | 47 keywords: 10 have code (8 dormant since combat doesn't run), 37 decorative |
| III. State-Based Actions | 7 of ~13 key rules implemented; missing library-empty loss, aura fall-off, saga sacrifice |
| IV. Missing Engine Systems | 20 items in 4 tiers ranked by cards-unblocked |
| V. Effect System Gaps | 55/62 variants implemented; 940 Custom fallbacks categorized |
| VI. Per-Set Counts | FDN: 401, TLA: 253, ECL: 156, TDM: 130 customs |
| VII. Java Comparison | 20+ Java-exclusive features the Rust engine lacks |
| VIII. Phased Plan | 5 phases from "make combat work" through "eliminate all customs" |
| IX. Completed Work | Batches 1-10 recap |
The biggest takeaway: combat integration and triggered ability stacking are the two highest-leverage items — together they'd make ~1,200+ cards substantially more functional.
ralph-loop:ralph-loop
Args: "Read mtg-rs/ROADMAP.md, and identify work that is outstanding to bring our rust engine into parity with Java. Do not implement any new sets, but add engine features that area missing. Our goal is to complete the fully functional implementation of ECL by implementing engine capabilities and updating cards to use them. Work one task at a time until we are done. Read the corresponding java source to understand how to shape the implementation. Update the ROADMAP and leave a note as you progress. Add tests for each engine feature you add. Commit changes after each item. Then get another ROADMAP item until the engine is at parity with the Java engine." --completion-promise "DONE" --max-iterations 90
Execute the setup script to initialize the Ralph loop:
🔄 Ralph loop activated in this session!
Iteration: 1
Max iterations: 90
Completion promise: DONE (ONLY output when TRUE - do not lie!)
The stop hook is now active. When you try to exit, the SAME PROMPT will be
fed back to you. You'll see your previous work in files, creating a
self-referential loop where you iteratively improve on the same task.
To monitor: head -10 .claude/ralph-loop.local.md
⚠️ WARNING: This loop cannot be stopped manually! It will run infinitely
unless you set --max-iterations or --completion-promise.
🔄
Read mtg-rs/ROADMAP.md, and identify work that is outstanding to bring our rust engine into parity with Java. Do not implement any new sets, but add engine features that area missing. Our goal is to complete the fully functional implementation of ECL by implementing engine capabilities and updating cards to use them. Work one task at a time until we are done. Read the corresponding java source to understand how to shape the implementation. Update the ROADMAP and leave a note as you progress. Add tests for each engine feature you add. Commit changes after each item. Then get another ROADMAP item until the engine is at parity with the Java engine.
═══════════════════════════════════════════════════════════
CRITICAL - Ralph Loop Completion Promise
═══════════════════════════════════════════════════════════
To complete this loop, output this EXACT text:
<promise>DONE</promise>
STRICT REQUIREMENTS (DO NOT VIOLATE):
✓ Use <promise> XML tags EXACTLY as shown above
✓ The statement MUST be completely and unequivocally TRUE
✓ Do NOT output false statements to exit the loop
✓ Do NOT lie even if you think you should exit
IMPORTANT - Do not circumvent the loop:
Even if you believe you're stuck, the task is impossible,
or you've been running too long - you MUST NOT output a
false promise statement. The loop is designed to continue
until the promise is GENUINELY TRUE. Trust the process.
If the loop should stop, the promise statement will become
true naturally. Do not force it by lying.
═══════════════════════════════════════════════════════════
Please work on the task. When you try to exit, the Ralph loop will feed the SAME PROMPT back to you for the next iteration. You'll see your previous work in files and git history, allowing you to iterate and improve.
CRITICAL RULE: If a completion promise is set, you may ONLY output it when the statement is completely and unequivocally TRUE. Do not output false promises to escape the loop, even if you think you're stuck or should exit for other reasons. The loop is designed to continue until genuine completion.
I'll start by reading the ROADMAP.md to understand the current state and identify the first task to work on.
The ROADMAP is clear. The #1 priority is Combat Integration (Phase 1, item 1). This is the single highest-impact change - it affects every creature card (~800+). Let me start with this.
I need to:
Read the current game.rs to understand the turn_based_actions function
Read combat.rs to understand what's already implemented
Read the PlayerDecisionMaker trait to understand what decisions exist
Read the Java combat implementation for reference
Implement the combat phase in turn_based_actions
Add choose_attackers/choose_blockers to PlayerDecisionMaker
Wire up lifelink and vigilance to the combat system
Write tests to verify the integration works
Update the ROADMAP to reflect completion
Commit the changes
Let me start by reading the key Rust files.
The #1 priority is Combat Integration — wiring combat.rs into the game loop. This is the single highest-impact change. Let me start by reading the key engine files.
The decision.rs already has select_attackers() and select_blockers() methods in the trait! That's great — the decision maker interface is ready. Now I need to read game.rs in sections to understand the current game loop and where to add combat.
The PlayerDecisionMaker trait already has select_attackers() and select_blockers()! That's great. Let me read the relevant parts of game.rs - the turn_based_actions and related areas.
Now I need to see how damage is dealt to creatures and players, and where CombatState lives. Let me check the GameState struct and find the deal_damage and similar functions.
Now let me check the GameState struct for combat_state and the damage-dealing functions.
I see that the GameState doesn't have a combat_state field. I need to add CombatState to GameState and wire the combat logic into turn_based_actions(). Let me also check how damage is applied in the execute_effects for DealDamage, since I'll need to do the same for combat damage.
Let me check how DealDamage is executed in game.rs, and also how the AI implementations handle select_attackers/select_blockers.
Now let me check the AI implementations for select_attackers/select_blockers.
Let me check the heuristic and random player implementations more efficiently.
I have a good understanding of the codebase. The AI implementations already handle select_attackers/select_blockers. The combat.rs module has all the logic. The GameState just needs a combat_state field, and game.rs needs the turn_based_actions to be wired up for combat steps.
Let me also check the AlwaysPassPlayer to see if it needs updating, and find the existing test infrastructure.
Let me also check how AlwaysPassPlayer handles these methods, and the Permanent methods for tapping/attacking.
Now let me find the AlwaysPassPlayer in game.rs and understand how the test player works.
I now have a thorough understanding of the codebase. Let me also check the opponent_of() method to understand how to get the defending player.