from ...card import *


# Abomination
class EX1_097(Card):
	def deathrattle(self):
		for target in self.controller.getTargets(TARGET_ALL_CHARACTERS):
			target.damage(2)


# Bloodsail Corsair
class NEW1_025(Card):
	def action(self):
		weapon = self.controller.opponent.hero.weapon
		if self.controller.opponent.hero.weapon:
			weapon.loseDurability(1)

import random
from ...card import *
from fireplace.enums import Race


# Injured Blademaster
class CS2_181(Card):
	def action(self):
		self.damage(4)


# Young Priestess
class EX1_004(Card):
	def endTurn(self):
		other_minions = [t for t in self.controller.field if t is not self]
		if other_minions:
			random.choice(other_minions).buff("EX1_004e")

class EX1_004e(Card):
	health = 1


# Coldlight Oracle
class EX1_050(Card):
	def action(self):
		self.controller.draw(2)
		self.controller.opponent.draw(2)

# Arcane Golem
class EX1_089(Card):
	def action(self):
		self.controller.opponent.gainMana(1)


# Defender of Argus
class EX1_093(Card):
	def action(self):
		for target in self.adjacentMinions:
			target.buff("EX1_093e")

class EX1_093e(Card):
	atk = 1
	health = 1
	taunt = True


# Abomination
class EX1_097(Card):
	def deathrattle(self):
		for target in self.controller.getTargets(TARGET_ALL_CHARACTERS):
			target.damage(2)


# Coldlight Seer
class EX1_103(Card):
	def action(self):
		for minion in self.controller.field:
			if minion.race == Race.MURLOC:
				minion.buff("EX1_103e")

class EX1_103e(Card):
	health = 2


# Ancient Mage
class EX1_584(Card):
	def action(self):
		for target in self.adjacentMinions:
			target.buff("EX1_584e")

class EX1_584e(Card):
	spellpower = 1


# Imp Master
class EX1_597(Card):
	def endTurn(self):
		self.damage(1)
		self.controller.summon("EX1_598")


# Nerubian Egg
class FP1_007(Card):
	deathrattle = summonMinion("FP1_007t")


# Sludge Belcher
class FP1_012(Card):
	deathrattle = summonMinion("FP1_012t")


# Bloodsail Corsair
class NEW1_025(Card):
	def action(self):
		weapon = self.controller.opponent.hero.weapon
		if self.controller.opponent.hero.weapon:
			weapon.loseDurability(1)


# Master Swordsmith
class NEW1_037(Card):
	def endTurn(self):
		other_minions = [t for t in self.controller.field if t is not self]
		if other_minions:
			random.choice(other_minions).buff("NEW1_037e")

class NEW1_037e(Card):
	atk = 1


# Stampeding Kodo
class NEW1_041(Card):
	def action(self):
		targets = [t for t in self.controller.opponent.field if t.atk <= 2]
		if targets:
			random.choice(targets).destroy()

Implement a bunch more rare neutral minions