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Used Sets in Word of Undoing
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commit
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1 changed files with 9 additions and 14 deletions
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@ -27,27 +27,21 @@
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*/
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package mage.cards.w;
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import java.util.LinkedList;
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import java.util.LinkedHashSet;
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import java.util.Set;
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import java.util.UUID;
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import mage.abilities.Ability;
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import mage.abilities.Mode;
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import mage.abilities.effects.OneShotEffect;
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import mage.abilities.effects.common.ReturnFromGraveyardToBattlefieldTargetEffect;
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import mage.cards.Card;
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import mage.cards.CardImpl;
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import mage.cards.CardSetInfo;
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import mage.constants.CardType;
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import mage.constants.SubType;
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import mage.constants.ComparisonType;
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import mage.constants.Outcome;
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import mage.constants.Zone;
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import mage.filter.FilterCard;
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import mage.filter.common.FilterCreatureCard;
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import mage.filter.predicate.mageobject.ConvertedManaCostPredicate;
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import mage.game.Game;
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import mage.game.permanent.Permanent;
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import mage.players.Player;
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import mage.target.common.TargetCardInYourGraveyard;
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import mage.target.common.TargetControlledCreaturePermanent;
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import mage.target.common.TargetCreaturePermanent;
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/**
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@ -93,18 +87,19 @@ class WordOfUndoingReturnToHandEffect extends OneShotEffect {
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@Override
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public boolean apply(Game game, Ability source) {
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Set<Card> attachments = new LinkedHashSet<>();
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Player player = game.getPlayer(source.getControllerId());
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Permanent target = game.getPermanent(getTargetPointer().getFirst(game, source));
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if (target != null) {
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LinkedList<UUID> attachments = new LinkedList<>();
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attachments.addAll(target.getAttachments());
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for (UUID attachmentId : attachments) {
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for (UUID attachmentId : target.getAttachments()) {
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Permanent attachment = game.getPermanent(attachmentId);
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if (attachment != null && attachment.getControllerId().equals(source.getControllerId())
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&& attachment.hasSubtype(SubType.AURA, game) && attachment.getColor(game).isWhite()) {
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attachment.moveToZone(Zone.HAND, source.getSourceId(), game, false);
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attachments.add(attachment);
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}
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}
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target.moveToZone(Zone.HAND, source.getSourceId(), game, false);
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attachments.add(target);
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player.moveCards(attachments, Zone.HAND, source, game);
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return true;
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}
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return false;
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