public override TaskState Process() { //[irc] Patashu @darkfriend77 yeah, that's the general idea. // there's two kinds of triggers, one when a c'thun is summoned or // generated in hand or moved to hand that copies the ritual buffs // on the proxy to that c'thun, one when a new c'thun buff is made // (or maybe it's a card effect not a trigger? or even an aura style // effect ??) that copies the additional effect to c'thuns in your // hand and board that aren't silenced if (!Controller.SeenCthun) { var proxyCthun = Entity.FromCard(Controller, Cards.FromId("OG_279")); proxyCthun[GameTag.REVEALED] = 1; Controller.Setaside.Add(proxyCthun); Controller.ProxyCthun = proxyCthun.Id; Controller.SeenCthun = true; } var entities = new List <IPlayable> { Game.IdEntityDic[Controller.ProxyCthun] }; entities.AddRange(Controller.Board.GetAll.Where(p => p.Card.Id.Equals("OG_280"))); entities.AddRange(Controller.Hand.GetAll.Where(p => p.Card.Id.Equals("OG_280"))); if (Enchant != null) { // activate enchants on the sources entities.ForEach(p => Enchant.Activate(Source.Card.Id, p.Enchants, p)); } if (Taunt) { entities.ForEach(p => p[GameTag.TAUNT] = 1); } return(TaskState.COMPLETE); }