MageKing17 wrote:Having to add an SBE just for Deathtouch will, indeed, be a bit annoying... unless we rewrite the SBE system to be more modular. Which, come to think of it, may just be worth doing, if it lets us do Brothers Yamazaki and Mirror Gallery, which I could think of a few systems that would.
Yes, making the SBE check modular might be a good idea. It would be easy to split each individual check into a separate function (although definitely add a lot more overhead - it seems the more we try to implement, the farther away we get from efficiency)
The combat changes might be a bit more tricky than just the UI for ordering blockers. We also need to ensure that damage is assigned properly (including the exception for Deathtouch... another thing less straightforward about it!), and that the SBE code won't call the destruction function more than once each check (according to Mark Gottlieb, if two SBEs want to destroy the same thing, it's only destroyed once, and only needs to be regenerated once).
Well, the lethal damage check is already done for trample. That code could probably be cleaned up and generalized. The new combat damage rules would simplify some of the code, since the way combat damage is put on the stack is a hack (both at the rules engine level and the UI level). It also goes along with their logic for non-combat damage (I never liked the analogy that combat damage was like a lobbed grenade).