- a card lands one tick after its command fires, since the client
hashes after LogicTime::increaseTick, not before
- answer RequestSectorState immediately except in the two ticks after
a firing tick, where a full update would teleport the client past
the command it just queued - the old blanket refusal left every
card the player tapped silently deleted while it held
- carry both pending commands and queued deploys in the same delivery
ledger so the quiet window covers what the player actually paid for
- add the regression tests for the birth tick and the deferred answer