The frameStyle was unexpectedly null when displaying the trigger in the view to choose trigger panels.
It was good on the stack so I missed that in initial implementation.
Bug showed up once there was another trigger on Beginning of Main Phase, for instance Coalition Relic.
The lack of frameStyle lead to a rendering NPE.
* Implement Grim Giganotosaurus
* Refactor MonstrosityAbility to take cost adjuster
* Update Nemesis of Mortals' monstrous ability and add test for cost reduction
* game: now all playable calculations done in game simulation, outside real game (no more freeze and ruined games by wrong Nyxbloom Ancient and other cards with wrong replacement dialog);
* game: fixed multiple problems with triggers (wrong order, duplicated calls or "too many mana" bugs, see #8426, #12087);
* tests: added data integrity checks for game's triggers (3 enabled and 3 disabled due current game engine logic);
* simplify sacrifice target filters, part 1
* minor cleanup
* adjust SacrificeXTargetCost
* adjust Arctic Merfolk
* more cleanup
* remove unused
* adjust filters not used for sacrifice
* fix Hew the Entwood
* fix Nahiri's Lithoforming
* remove unused
* remove another
* cleanup more
* fix MegatronDestructiveForce
* remove next
* next batch of replacements
* remove next
* rename filter to match text
* finish removing
* use existing static filter
* Added method to set triggered abilities to optional
* TokenCopy effect now copies permanentModifier
* Implemented Shaun, Father of Synths
* remove TODO
* Made `setOptional` chainable
* gui: removed public deck hash info;
* gui: improved xmage dck-file - now it correctly load a card's amount (related to files from third party services);
* server: fixed wrong cheating warning on deck construction (closes#11877);
* refactor: removed outdated hash code and calculations;
* other: added docs, added multiple deck hash tests;