/// <summary>
    /// Heavy WIP, but this handles effect stuff
    /// </summary>
    #region Effects


    /// <summary>
    /// Execute effects when the turn begins
    /// </summary>
    public void ExecuteTurnStartEffects()
    {
        for (int i = 0; i < effects.Count; i++)
        {
            EffectInstance eff = effects[i];
            eff.numTurnsActive++;
            eff.OnTurnStart();

            // Prevent skipping over any effects if an effect is removed
            if (!effects.Contains(eff))
            {
                i--;
            }
        }
    }