text: const AUGUR = require('data/debug/CORE_DECK_AUGUR_01.json');
  const BERSERKER = require('data/debug/CORE_DECK_BERSERKER_01.json');
  const MYSTIC = require('data/debug/CORE_DECK_MYSTIC_01.json');
  const NECROMANCER = require('data/debug/CORE_DECK_NECROMANCER_01.json');
  const NEUTRAL = require('data/debug/CORE_DECK_NEUTRAL_01.json');
  const KNIGHTCOMMANDER = require('data/debug/CORE_DECK_KNIGHTCOMMANDER_01.json');
  const NINJA = require('data/debug/CORE_DECK_NINJA_01.json');
  const SNIPER = require('data/debug/CORE_DECK_SNIPER_01.json');
  const SORCERER = require('data/debug/CORE_DECK_SORCERER_01.json');
  const WHITEMAGE = require('data/debug/CORE_DECK_WHITEMAGE_01.json');
  
  export default {
    // Start the match by initiating each player's deck from the
    // component (client-side) state into the G state.
    // @TODO fix later on for deck selection/lobby/etc
    onBegin: (G, ctx) => {
      G.playerName['0'] = ctx.random.Shuffle(BERSERKER);
      G.players['1'].deck = ctx.random.Shuffle(BERSERKER);
    },
  
    // End phase when both player's decks are full (30 cards)
    // prettier-ignore
    endIf: (G, ctx) => (
      G.players[ctx.playOrder['0']].deck.length === 30 &&
      G.players[ctx.playOrder['1']].deck.length === 30
    ),
  
    start: true,
    next: 'initDecks'
  };
  