[PIP] Add Curie, Emergent Intelligence #13175
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Implements Curie, Emergent Intelligence for the Fallout Set (see #11324). Noticed this hadn't been implemented despite spending a while on "In Progress" in the checklist and since it has seen an uptick in popularity in Legacy due to some stiflenought pilots taking a liking to it I figured it would be nice to have. Hopefully not stepping on anyone's toes if it is actually in-progress.
Some assumptions the implementation makes that I could be wrong on:
Have tested a lot of weird edge cases (the weirdest of which is using Curie with +1/+1 counters on it to exile a Spinal Parasite in order to ensure it still triggers but draws 0 cards), but have also tested various combinations of copy/non-copy and no power modifications vs pump spells vs +1/+1 counters. Haven't tried much in terms of continuous effects, partially as I just don't know what the correct behavior of those would be, so I'm sure there's something I'm not considering. I'm guessing based on 208.4b this implementation is, in fact, incorrect (for example Curie copies Dreadnought, then an opponent plays Kudo, King Among Bears. I believe based on 208.4b this should result in 2 card getting drawn if the "Dreadnought" connects)
Point being, I'm assuming this implementation is not good enough but would appreciate guidance on how I should actually be determining the base power (and should I also be implementing an equivalent to
SourcePermanentPowerValue
for base power? I don't see one currently)