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Fix Emblem Cards not adding Watcher to GameState
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commit
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3 changed files with 46 additions and 2 deletions
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@ -33,6 +33,7 @@ public class EmblemOfCardTest extends CardTestPlayerBase {
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assertLife(playerA, 13);
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assertEmblemCount(playerA, 1);
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}
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@Test
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public void testEmblemOfYurlok() {
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// Vigilance
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@ -79,6 +80,7 @@ public class EmblemOfCardTest extends CardTestPlayerBase {
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assertPermanentCount(playerA, "Colossal Dreadmaw", 1);
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assertEmblemCount(playerA, 1);
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}
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@Test
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public void testEmblemOfParadoxEngine() {
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// Whenever you cast a spell, untap all nonland permanents you control.
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@ -126,6 +128,7 @@ public class EmblemOfCardTest extends CardTestPlayerBase {
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assertLife(playerA, 14);
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assertEmblemCount(playerA, 1);
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}
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@Test
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public void testEmblemOfDoublingSeason() {
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// If an effect would create one or more tokens under your control, it
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@ -181,4 +184,34 @@ public class EmblemOfCardTest extends CardTestPlayerBase {
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execute();
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assertEmblemCount(playerA, 1);
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}
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@Test
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public void testEmblemOfMaelstromNexus() {
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setStrictChooseMode(true);
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// The first spell you cast each turn has cascade.
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addEmblem(playerA, new EmblemOfCard(
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CardRepository.instance.findCard("Maelstrom Nexus", true).getMockCard()
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));
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// Grizzly Bears {1}{G}
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addCard(Zone.HAND, playerA, "Grizzly Bears");
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 2);
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skipInitShuffling();
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// Elite Vanguard {W}
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addCard(Zone.LIBRARY, playerA, "Elite Vanguard");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Grizzly Bears");
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setChoice(playerA, true); // yes to cascade
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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setStopAt(1, PhaseStep.PRECOMBAT_MAIN);
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execute();
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assertPermanentCount(playerA, "Elite Vanguard", 1);
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assertPermanentCount(playerA, "Grizzly Bears", 1);
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assertEmblemCount(playerA, 1);
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}
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}
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@ -721,6 +721,9 @@ public abstract class CardTestPlayerAPIImpl extends MageTestPlayerBase implement
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}
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currentGame.getState().addCommandObject(newEmblem);
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for (Ability ability : newEmblem.getAbilities()) {
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currentGame.getState().addAbility(ability, null, newEmblem);
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}
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}
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/**
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