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- Somewhat better AI for Exhaustion.
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@@ -16,10 +16,7 @@ import forge.ai.SpellApiToAi;
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import forge.game.Game;
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import forge.game.Game;
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import forge.game.GlobalRuleChange;
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import forge.game.GlobalRuleChange;
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import forge.game.ability.ApiType;
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import forge.game.ability.ApiType;
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import forge.game.card.Card;
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import forge.game.card.*;
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import forge.game.card.CardCollection;
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import forge.game.card.CardLists;
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import forge.game.card.CardPredicates;
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import forge.game.combat.CombatUtil;
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import forge.game.combat.CombatUtil;
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import forge.game.phase.PhaseHandler;
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import forge.game.phase.PhaseHandler;
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import forge.game.phase.PhaseType;
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import forge.game.phase.PhaseType;
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@@ -54,9 +51,11 @@ public class EffectAi extends SpellAbilityAi {
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} else if (logic.equals("KeepOppCreatsLandsTapped")) {
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} else if (logic.equals("KeepOppCreatsLandsTapped")) {
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for (Player opp : ai.getOpponents()) {
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for (Player opp : ai.getOpponents()) {
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boolean worthHolding = false;
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boolean worthHolding = false;
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if (CardLists.filter(opp.getCardsIn(ZoneType.Battlefield),
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CardCollectionView oppCreatsLands = CardLists.filter(opp.getCardsIn(ZoneType.Battlefield),
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Predicates.and(Predicates.or(CardPredicates.Presets.LANDS, CardPredicates.Presets.CREATURES),
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Predicates.or(CardPredicates.Presets.LANDS, CardPredicates.Presets.CREATURES));
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CardPredicates.Presets.TAPPED)).size() >= 3) {
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CardCollectionView oppCreatsLandsTapped = CardLists.filter(oppCreatsLands, CardPredicates.Presets.TAPPED);
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if (oppCreatsLandsTapped.size() >= 3 || oppCreatsLands.size() == oppCreatsLandsTapped.size()) {
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worthHolding = true;
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worthHolding = true;
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}
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}
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if (!worthHolding) {
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if (!worthHolding) {
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