public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     foreach (var ally in state().AllyUnitsInBattle)
     {
         Action_ApplyStatusEffectToTarget(new BarricadeStatusEffect(), 10, ally);
     }
     CardAbilityProcs.Refund(this);
     this.Action_Exhaust();
 }
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     Action_AttackTarget(target);
     Action_ApplyStatusEffectToTarget(new VulnerableStatusEffect(), 2, target);
     CardAbilityProcs.Brute(this, () =>
     {
         CardAbilityProcs.Refund(this, 1);
     });
 }
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     Action_ApplyStatusEffectToOwner(new BarricadeStatusEffect(), 4);
     action().CreateCardToHand(new HurtfulWordsAndGestures());
     CardAbilityProcs.Refund(this);
 }
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     CardAbilityProcs.Refund(this, 2);
 }