smallnamespace
                                            smallnamespace
                                        
                                    Yes, the cost buff is -3 instead of the -2 on the card and there are no tests. Actually the buff applies to all dragons, including ones not drawn yet.
@jleclanche Is this still needed? Would be easy to add to new selectors.
https://github.com/HearthSim/hs-bugs/issues/364 is relevant
So you'd like it to look more like an entity?
Sounds good, I'll take a stab at doing this. `hijack` sounds tricky to implement in a safely overridable way (if we wanted `hijack(RANDOM_ENEMY_CHARACTER, SELF)` to fail), but otherwise it doesn't...
But then you won't catch improper use of `hijack`. Shouldn't be a problem I guess, if it's just for testing.
@jleclanche Are there other advantages to moving fully to a tick-based loop, besides being nice for kettle? It seems to me that narrowly redefining the semantics of playing a choice...
Why would you need to resume the action calls? My first impression would be that once you're in the waiting-for-choice state, nothing can happen until you make a choice, including...
Well, couldn't you check the current state, and just no-op out if we're awaiting a choice? Or would that be the massive rework that you're alluding to? It might not...
So for a tick-based system, where do you envision the tick boundaries would lie? I could imagine one extreme, where each complete tick is initiated by a player action and...