* Implement Indominus Rex, Alpha
* Add draw ability
* Add test
* Add draw verification
* fix errant comment
* null check
* switch to EntersBattlefieldAbility
* Fix test, dont have to pick triggers now
* use AsEntersBattlefieldAbility
* move tests and rename
* use appliedEffects in addCounter call
* change AI hint
* use game in getAbilities call
* make ability text static, remove counter check
* add comments on ability cards and add test case with subset of checked abilities
* Update order of operations--discard, then add counters
* add more tests (Nullhide Ferox, Madness)
* check cards after move to graveyard
* test for graveyard movement
* check for hexproof base class and add test
* refactor Indominus to make ability counters for each ability it comes across that is an instance of one of the checked abilites (counting HexproofBaseAbility)
* remove commented code
* [MKM] Implement Coveted Falcon
* Rework to use OneShotEffect with new approach
* Use static ZCC to be safe
* Add tests
* Remove check in GainControlTargetEffect
* Make ChoosePlaneswalkerTypeEffect
* Make REMOVE_COUNTER and REMOVE_COUNTERS events so they can be replaced/modified
* Deification initial attempt, need to filter for damage
* add optional damage flag to removeCounters
* wrap logs in sim check
* check that planeswalker is chosen subtype
* cast to RemoveCountersEvent and reduce indents
* use counterRemovedDueToDamage
* add tests
* make other counterRemovedDueToDamage headers public
* remove logs
* remove isSimulation check from informPlayers
* remove logger
* make chosen planeswalker type predicate
* move event modification to replaceEvent
* Create generic X MV adjuster
* Update XTargetsAdjuster
* Create DynamicValueTargetsAdjuster to replace VerseCounterAdjuster
* Convert XTargetsAdjuster to use DynamicValueTargetsAdjuster
* Genericize MV target adjuster
* Converting custom classes for A and B cards, fix Back in Town to only target creature cards
* Add Power and Toughness target adjusters, C cards
* Set up and use Monstrosity X DynamicValue
* Move Scry amount dynamic value to common, add D and E cards
* Convert F to I cards
* Cards K-M
* N, O cards
* Cards O-R
* S cards (check Scrap Welder)
* Cards T - Z
* Rename target adjusters
* Add filter messages, don't add 0 count targets
* Clear blueprint targets (just in case), fix target names, Temporal Firestorm is not target
* Requested renames
* Aether Burst is "up to"
* Review fixes
* Add new cards, add source to dynamic value calculation