/// <summary> /// /// </summary> private void DeclareAttackersStep() { CurrentStep = Phases.DeclareAttackers; // Ask the Active Player to declare attackers var attackers = ActivePlayer.DeclareAttackers(_players.Except(new[] { ActivePlayer }).ToList()); if (attackers != null) { foreach (var declaration in attackers) { declaration.AttackingCreature.DefendingPlayer = declaration.DefendingPlayer; // Tap all attacking creatures that don't have vigilance if (!declaration.AttackingCreature.StaticAbilities.Contains(StaticAbility.Vigilance)) { declaration.AttackingCreature.Tap(); } AttackerDeclared?.Invoke(this, declaration.AttackingCreature, declaration.DefendingPlayer); } } // Any "When this creature attacks" triggers get put onto the stack CheckForTriggeredAbilities(); // Resolve the stack (this happens even if there's nothing already on the stack) ApNapLoop(false); DrainManaPools(); }