Laurent - Updated discard function now function with cost & target (see update from MRD) - Note that this is the discard random function....
Did not try it yet without target (e.g. when comes intoplay auto=discard:19 probably will not work and would make the opponent discard a card randomnly...
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@@ -504,6 +504,16 @@ rarity=L
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subtype=Mountain
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[/card]
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[card]
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text={B}, Sacrifice Necrogen Spellbomb: Target player discards a card. {1}, Sacrifice Necrogen Spellbomb: Draw a card.
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id=46055
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auto={B}{S}:discard:1 target(player)
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auto={1}{S}:draw:1
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name=Necrogen Spellbomb
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rarity=C
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type=Artifact
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mana={1}
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[/card]
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[card]
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text=Neurok Spy is unblockable as long as defending player controls an artifact.
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id=45974
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name=Neurok Spy
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@@ -1519,14 +1519,6 @@ type=Enchantment
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mana={2}{B}
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[/card]
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[card]
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text={B}, Sacrifice Necrogen Spellbomb: Target player discards a card. {1}, Sacrifice Necrogen Spellbomb: Draw a card.
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id=46055
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name=Necrogen Spellbomb
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rarity=C
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type=Artifact
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mana={1}
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[/card]
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[card]
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text=Flash Protection from artifacts
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id=48930
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name=Needlebug
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@@ -2650,6 +2650,27 @@ class ADeplete:public TargetAbility{
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};
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class ADiscard:public TargetAbility{
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public:
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int nbcards;
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ADiscard(int _id, MTGCardInstance * card, ManaCost * _cost, int _nbcards = 1,TargetChooser * _tc = NULL, int _tap = 1):TargetAbility(_id,card, _tc, _cost,0,_tap){
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if (!tc) tc= NEW PlayerTargetChooser(card);
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nbcards = _nbcards;
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}
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int resolve(){
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Player * player = tc->getNextPlayerTarget();
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if (!player) return 0;
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for (int i = 0; i < 2; i++){
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game->players[i]->game->discardRandom(game->players[i]->game->hand);
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}
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return 1;
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}
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const char * getMenuText(){
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return "Discard";
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}
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};
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// Generic Karma
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class ADamageForTypeControlled: public TriggeredAbility{
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public:
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