old_contents: import Hand, Utilities
  
  # If a card is played and it *is* a dragon, remove any set it's a part of (no information )
  
  def reset():
      global sets, noDragonBlock
      sets = []
      noDragonBlock = False
  
  reset()
  
  def blockEnd():
      if noDragonBlock:
          noDragon()
          noDragonBlock = False
  
  def play2(entity):
      if entity['player'] == Utilities.them:
          removeEntity(entity['id'])
          if entity['name'] in ["Blackwing Corruptor", "Rend Blackhand"]:
              noDragon()
          elif entity['name'] in ["Alextrasza's Champion", "Wyrmrest Agent", "Blackwing Technician", "Twilight Guardian", "Twilight Whelp"]:
              noDragonBlock = True
  
  def play3(entity, target):
      if entity['player'] == Utilities.them:
          removeEntity(entity['id'])
          if entity['name'] == ["Blackwing Corruptor", "Rend Blackhand"]:
              hasDragon()
  
  # When a triggered ability enters play, usually attatched to another creature.
  def play4(entity):
      if entity['player'] == Utilities.them:
          if entity['name'] in ["Alexstrasza's Boon", "Bring it on!", "Dragon Blood", "Twilight's Embrace", "Twilight Endurance"]:
              noDragonBlock = False
              hasDragon()
  
  def die(entity):
      if entity['player'] == Utilities.them:
          if entity['name'] == "Chillmaw": # Needs to be able to fail
              noDragonBlock = True
  
  def removeEntity(id):
      for i in range(len(sets)):
          for j in range(len(sets[i])):
              if sets[i][j] == id:
                  del sets[i][j]
                  if sets[i] == []:
                      del sets[i]
                  return True
      return False
  
  def hasDragon():
      sets.append([card.id for card in Hand.hand])
  
  def noDragon():
      for card in hand:
          removeEntity(card.id)
  
  def turnover():
      for set in sets:
          if len(set) < 2:
              
      pass
new_contents: import Hand, Utilities
  
  # If a card is played and it *is* a dragon, remove any set it's a part of (no information )
  
  def reset():
      global sets, noDragonBlock
      sets = []
      noDragonBlock = False
  
  reset()
  
  def blockEnd():
      if noDragonBlock:
          noDragon()
          noDragonBlock = False
  
  def play2(entity):
      if entity['player'] == Utilities.them:
          removeEntity(entity['id'])
          if entity['name'] in ["Blackwing Corruptor", "Rend Blackhand"]:
              noDragon()
          elif entity['name'] in ["Alextrasza's Champion", "Wyrmrest Agent", "Blackwing Technician", "Twilight Guardian", "Twilight Whelp"]:
              noDragonBlock = True
  
  def play3(entity, target):
      if entity['player'] == Utilities.them:
          removeEntity(entity['id'])
          if entity['name'] == ["Blackwing Corruptor", "Rend Blackhand"]:
              hasDragon()
  
  # When a triggered ability enters play, usually attatched to another creature.
  def play4(entity):
      if entity['player'] == Utilities.them:
          if entity['name'] in ["Alexstrasza's Boon", "Bring it on!", "Dragon Blood", "Twilight's Embrace", "Twilight Endurance"]:
              noDragonBlock = False
              hasDragon()
  
  def die(entity):
      if entity['player'] == Utilities.them:
          if entity['name'] == "Chillmaw": # Needs to be able to fail
              noDragonBlock = True
  
  def removeEntity(id):
      for i in range(len(sets)):
          for j in range(len(sets[i])):
              if sets[i][j] == id:
                  del sets[i][j]
                  if sets[i] == []:
                      del sets[i]
                  return True
      return False
  
  def hasDragon():
      sets.append([card.id for card in Hand.hand])
  
  def noDragon():
      for card in hand:
          removeEntity(card.id)
  
  def turnover():
      for set in sets:
          if len(set) < 2:
              pass
  
subject: Fix an indentation bug