/// <summary>
        /// 法术执行
        /// </summary>
        /// <param name="game"></param>
        /// <returns></returns>
        public List <string> RunEffect(ActionStatus game, CardUtility.目标选择方向枚举 Direct)
        {
            List <string> Result = new List <string>();

            switch (Direct)
            {
            case CardUtility.目标选择方向枚举.本方:
                //#CARD#ME#M000001
                DrawMyCard(game, Result);
                break;

            case CardUtility.目标选择方向枚举.对方:
                DrawYourCard(game, Result);
                break;

            case CardUtility.目标选择方向枚举.双方:
                DrawMyCard(game, Result);
                DrawYourCard(game, Result);
                break;
            }
            return(Result);
        }
        /// <summary>
        /// 运行效果
        /// </summary>
        /// <param name="singleEffect"></param>
        /// <param name="game"></param>
        /// <param name="Seed"></param>
        /// <returns></returns>
        public List <string> RunEffect(ActionStatus game, CardUtility.目标选择方向枚举 Direct)
        {
            List <string> Result    = new List <string>();
            var           MinionLst = 指定卡牌编号数组.Split(CardUtility.strSplitMark.ToCharArray());
            Random        random    = new Random(DateTime.Now.Millisecond);
            var           CardSN    = MinionLst[random.Next(0, MinionLst.Length)];
            var           Minion    = (MinionCard)CardUtility.GetCardInfoBySN(CardSN);

            switch (Direct)
            {
            case CardUtility.目标选择方向枚举.本方:
                if (game.AllRole.MyPublicInfo.BattleField.MinionCount < SystemManager.MaxMinionCount)
                {
                    game.AllRole.MyPublicInfo.BattleField.AppendToBattle(Minion);
                    //SUMMON#YOU#M000001#POS
                    Result.Add(Server.ActionCode.strSummon + CardUtility.strSplitMark + CardUtility.strMe +
                               CardUtility.strSplitMark + CardSN + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.BattleField.MinionCount);
                    game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                    {
                        触发事件类型 = EventCard.事件类型枚举.召唤,
                        触发位置   = Minion.战场位置
                    });
                }
                break;

            case CardUtility.目标选择方向枚举.对方:
                if (game.AllRole.YourPublicInfo.BattleField.MinionCount < SystemManager.MaxMinionCount)
                {
                    game.AllRole.YourPublicInfo.BattleField.AppendToBattle(Minion);
                    Result.Add(Server.ActionCode.strSummon + CardUtility.strSplitMark + CardUtility.strYou +
                               CardUtility.strSplitMark + CardSN + CardUtility.strSplitMark + game.AllRole.YourPublicInfo.BattleField.MinionCount);
                    game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                    {
                        触发事件类型 = EventCard.事件类型枚举.召唤,
                        触发位置   = Minion.战场位置
                    });
                }
                break;

            case CardUtility.目标选择方向枚举.双方:
                if (game.AllRole.MyPublicInfo.BattleField.MinionCount < SystemManager.MaxMinionCount)
                {
                    game.AllRole.MyPublicInfo.BattleField.AppendToBattle(Minion);
                    //SUMMON#YOU#M000001#POS
                    Result.Add(Server.ActionCode.strSummon + CardUtility.strSplitMark + CardUtility.strMe +
                               CardUtility.strSplitMark + CardSN + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.BattleField.MinionCount);
                    game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                    {
                        触发事件类型 = EventCard.事件类型枚举.召唤,
                        触发位置   = Minion.战场位置
                    });
                }
                if (game.AllRole.MyPublicInfo.BattleField.MinionCount < SystemManager.MaxMinionCount)
                {
                    game.AllRole.MyPublicInfo.BattleField.AppendToBattle(Minion);
                    Result.Add(Server.ActionCode.strSummon + CardUtility.strSplitMark + CardUtility.strYou +
                               CardUtility.strSplitMark + CardSN + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.BattleField.MinionCount);
                    game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                    {
                        触发事件类型 = EventCard.事件类型枚举.召唤,
                        触发位置   = Minion.战场位置
                    });
                }
                break;
            }
            return(Result);
        }