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Added Input stackability.
Fixed Angle of Despair to say What you're going to do to the "target permanent", Drekvac from "Discard a card, then sacrifice Drekvac if discarded card was a creature" to original "you may discard noncreature card. If you choose not to(buttonUtil.enableOnlyCancel), sac Drekvac" Fixed mana curve smoothing: now AI land smoothing will simply print an error line and continue if there isn't enough land to smooth.
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@@ -2745,18 +2745,21 @@ public class CardFactory_Creatures {
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public void showMessage()
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{
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AllZone.Display.showMessage("Discard from your hand a non-creature card");
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ButtonUtil.disableAll();
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ButtonUtil.enableOnlyCancel();
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}
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public void selectCard(Card c, PlayerZone zone)
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{
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if(zone.is(Constant.Zone.Hand))
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if(zone.is(Constant.Zone.Hand) && c.isCreature())
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{
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AllZone.GameAction.discard(c);
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if(c.isCreature())
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AllZone.GameAction.sacrifice(card);
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stop();
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}
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}
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public void selectButtonCancel()
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{
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AllZone.GameAction.sacrifice(card);
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stop();
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}
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};//Input
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final SpellAbility ability = new Ability(card, "0")
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@@ -10737,7 +10740,7 @@ public class CardFactory_Creatures {
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if (all.size() != 0) {
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if(card.getController().equals(Constant.Player.Human)) {
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AllZone.InputControl.setInput(CardFactoryUtil.input_targetSpecific(ability, all, "Select target permanent.", true));
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AllZone.InputControl.setInput(CardFactoryUtil.input_targetSpecific(ability, all, "Select target permanent to destroy.", true));
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ButtonUtil.disableAll();
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}
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else if (card.getController().equals(Constant.Player.Computer)) {
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