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Don't check for event validity in Karn's Ultimate
Karn Liberated should not check whether it’s valid before putting the Commanders where they belong. Technically any operations after Karn’s ultimate goes off are invalid if strict checks are made.
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1 changed files with 3 additions and 1 deletions
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@ -49,6 +49,7 @@ import mage.constants.Zone;
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import mage.filter.FilterCard;
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import mage.filter.FilterCard;
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import mage.game.ExileZone;
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import mage.game.ExileZone;
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import mage.game.Game;
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import mage.game.Game;
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import mage.game.command.Commander;
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import mage.game.events.GameEvent;
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import mage.game.events.GameEvent;
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import mage.game.events.GameEvent.EventType;
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import mage.game.events.GameEvent.EventType;
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import mage.game.permanent.Permanent;
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import mage.game.permanent.Permanent;
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@ -140,7 +141,8 @@ class KarnLiberatedEffect extends OneShotEffect {
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&& !player.getSideboard().contains(card.getId())
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&& !player.getSideboard().contains(card.getId())
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&& !cards.contains(card)) { // not the exiled cards
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&& !cards.contains(card)) { // not the exiled cards
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if (card.getId().equals(player.getCommanderId())) {
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if (card.getId().equals(player.getCommanderId())) {
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card.moveToZone(Zone.COMMAND, null, game, true);
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game.addCommander(new Commander(card));
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game.setZone(card.getId(), Zone.COMMAND);
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} else {
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} else {
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player.getLibrary().putOnTop(card, game);
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player.getLibrary().putOnTop(card, game);
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}
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}
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