* [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
Mystery Booster rework:
* added images download support from scryfall (closes#11806);
* added virtual sets support (remix);
* fixed Commander set name (closes#12110);
* Start on Ian Malcolm, Chaotician, missing key effects
* fox ANY clause in DrawNthCardTriggeredAbility
* Get exile effect working
* Start using Evelyn, the Covetous code
* align exile effect
* align player clause
* align card type clause
* align counter check clause
* align mana clause
* add ownership clause
* remove redundant comments
* fix redundant mana clause description
* fix counter clause in mana cost effect
* fix active clause in mana effect
* use MageObjectReference to associate exiled cards with an Ian Malcolm instance
* optimize imports
* Start tests, failing currently
* fix test and add blink test
* fix signature of constructor
* fix order of super() call in checkTrigger
* clarify hash maps in watcher
* use correct AsThoughEffect
* document header of checkExile
* generalize modal and double faced cards for LKI fetch
* remove land played event for watcher
* Use custom MageIdentifier to filter usedMap
* 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);