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Fixed that to manifest an aura enchantments did not work correctly.
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3 changed files with 46 additions and 2 deletions
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@ -251,5 +251,40 @@ public class ManifestTest extends CardTestPlayerBase {
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}
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}
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}
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}
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// Qarsi High Priest went to manifest Illusory Gains,
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// but it made me choose a target for gains, then enchanted the card to that creature.
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@Test
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public void testManifestAura() {
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
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// {1}{B}, {T}, Sacrifice another creature: Manifest the top card of your library.
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addCard(Zone.BATTLEFIELD, playerB, "Qarsi High Priest", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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addCard(Zone.LIBRARY, playerB, "Illusory Gains", 1);
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addCard(Zone.LIBRARY, playerB, "Mountain", 1);
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skipInitShuffling();
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "{1}{B},{T}, Sacrifice another creature");
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addTarget(playerB, "Silvercoat Lion");
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setStopAt(2, PhaseStep.BEGIN_COMBAT);
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execute();
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// no life gain
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertGraveyardCount(playerB, "Illusory Gains", 0);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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// a facedown creature is on the battlefield
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assertPermanentCount(playerB, "face down creature", 1);
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}
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}
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