* [AFR] Implemented DiceRolledTriggeredAbility
* [AFR] Implemented Brazen Dwarf
* [AFR] Implemented Feywild Trickster
* [AFC] Implemented Reckless Endeavor
* [AFR] Implemented Pixie Guide
* [AFR] Implemented Critical Hit
* [AFR] Implemented Netherese Puzzle Ward
* [AFC] Implemented Neverwinter Hydra
* [AFR] Implemented Farideh, Devil's Chosen
* [AFR] Implemented Barbarian Class
* [AFC] Implemented Vrondiss, Rage of Ancients
* [AFC] Implemented Arcane Endeavor
* Test framework: added planar die rolls support
* Test framework: added random results set up support in AI simulated games;
* AI: improved roll die results chooses in computer games;
* Roll die: improved combo support for planar die and roll die effects;
Co-authored-by: Daniel Bomar <dbdaniel42@gmail.com>
Co-authored-by: Oleg Agafonov <jaydi85@gmail.com>
* Fix Shockmaw Dragon's damage trigger
The previous implementation was very wrong. This implementation is copied from Balefire Dragon's, except dealing one damage rather than the same amount as the damage dealt to the player.
* Update ShockmawDragon.java
Fix imports.
the sacrifice target cost was optional, but SacrificeCost.canPay first checks if there are valid targets. In this scenario there were none, but the spell should still be playable
* added real time command to check card's counters (example: suspended cards with Time counters, see checkCardCounters);
* added target type support: TargetPermanentOrSuspendedCard;
* improves error logs for miss modes and unsupported target types;
* added support of non controller activates in ActivatedManaAbility (mayActivate);
* removed custom code from ActivatedManaAbility;
* removed custom code from Mana Cache;
* added additional comments;