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- Moved the "Start Game" stuff to only after Mulliganing and Leylining is finished.
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@@ -94,6 +94,7 @@ public class InputMulligan extends Input {
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for (int i = 0; i < newHand; i++) {
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player.drawCard();
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}
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AllZone.getGameLog().add("Mulligan", player + " has mulliganed down to " + newHand + " cards.", 0);
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playerRating.notifyHasMulliganed();
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playerRating.notifyOpeningHandSize(newHand);
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return newHand;
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@@ -210,6 +211,10 @@ public class InputMulligan extends Input {
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ga.checkStateEffects();
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PhaseHandler.setGameBegins(1);
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AllZone.getGameLog().add("Turn",
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"Turn " + Singletons.getModel().getGameState().getPhaseHandler().getTurn()
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+ " (" + Singletons.getModel().getGameState().getPhaseHandler().getPlayerTurn() + ")",
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0);
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Singletons.getModel().getGameState().getPhaseHandler().setNeedToNextPhase(false);
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PhaseUtil.visuallyActivatePhase(Singletons.getModel().getGameState().getPhaseHandler().getPhase());
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@@ -178,7 +178,7 @@ public class GameNew {
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// get card picture so that it is in the image cache
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// ImageCache.getImage(card);
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}
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}
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}
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AllZone.getTriggerHandler().clearSuppression(TriggerType.Transformed);
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@@ -289,13 +289,7 @@ public class GameNew {
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CMatchUI.SINGLETON_INSTANCE.setCard(AllZone.getHumanPlayer().getCardsIn(ZoneType.Hand).get(0));
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AllZone.getInputControl().setInput(new InputMulligan());
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PhaseHandler.setGameBegins(1); // is this needed? It's already in InputMulligan...
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AllZone.getGameLog().add("Turn",
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"Turn " + Singletons.getModel().getGameState().getPhaseHandler().getTurn()
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+ " (" + Singletons.getModel().getGameState().getPhaseHandler().getPlayerTurn() + ")",
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0);
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AllZone.getInputControl().setInput(new InputMulligan());
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} // newGame()
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private static void newGameCleanup() {
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