public override void Activate(IPlayable owner, bool cloning = false)
        {
            //if (owner is Enchantment e)
            //	owner = (IPlayable)e.Target;

            var instance = new EnrageEffect(this, owner);

            owner.Game.Auras.Add(instance);
            owner.OngoingEffect = instance;
        }
        private EnrageEffect(EnrageEffect prototype, IPlayable owner) : base(prototype, owner)
        {
            _enraged = prototype._enraged;
            Restless = true;                        //	can cause performance issue; should replace with heal trigger ?
            switch (Type)
            {
            case AuraType.SELF:
                _target = owner;
                break;

            case AuraType.WEAPON:
                _target = owner.Controller.Hero.Weapon;
                break;
            }
        }