old_contents: from ..utils import *
  
  
  ##
  # Spells
  
  # Ancestor's Call
  class GVG_029:
  	action = [
  		ForcePlay(CONTROLLER, RANDOM(CONTROLLER_HAND + MINION)),
  		ForcePlay(OPPONENT, RANDOM(OPPONENT_HAND + MINION)),
  	]
  
new_contents: from ..utils import *
  
  
  ##
  # Minions
  
  # Vitality Totem
  class GVG_039:
  	OWN_TURN_END = [Heal(FRIENDLY_HERO, 4)]
  
  
  # Siltfin Spiritwalker
  class GVG_040:
  	def OWN_MINION_DESTROY(self, minion):
  		if minion.race == Race.MURLOC:
  			return [Draw(CONTROLLER, 1)]
  
  
  ##
  # Spells
  
  # Ancestor's Call
  class GVG_029:
  	action = [
  		ForcePlay(CONTROLLER, RANDOM(CONTROLLER_HAND + MINION)),
  		ForcePlay(OPPONENT, RANDOM(OPPONENT_HAND + MINION)),
  	]
  
  
  # Crackle
  class GVG_038:
  	def action(self, target):
  		return [Hit(TARGET, random.randint(3, 6))]
  
  
  ##
  # Weapons
  
  # Powermace
  class GVG_036:
  	action = [Buff(RANDOM(FRIENDLY_MINIONS + MECH), "GVG_036e")]
  
subject: Implement Powermace, Crackle, Vitality Totem and Siltfin Spiritwalker