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More tests for Reality Smasher for issue #2123 - none of the tests are setup right still so @Ignore is on
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@ -18,6 +18,7 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
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*/
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public class RealitySmasherTest extends CardTestPlayerBase {
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// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
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@Ignore
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@Test
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public void testSimpleKillSpellChooseToDiscard() {
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@ -42,6 +43,7 @@ public class RealitySmasherTest extends CardTestPlayerBase {
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assertGraveyardCount(playerA, "Reality Smasher", 1);
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}
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// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
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@Ignore
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@Test
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public void testSimpleKillSpellChooseNotToDiscard() {
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@ -61,4 +63,35 @@ public class RealitySmasherTest extends CardTestPlayerBase {
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assertGraveyardCount(playerB, "Doom Blade", 1);
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assertPermanentCount(playerA, "Reality Smasher", 1);
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}
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// Cannot figure out how to setup any of these tests to work with Reality Smashers triggered ability
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@Ignore
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@Test
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public void testTargettedByPyromancerGoggleCopy() {
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// Reality Smasher {4}{<>} Trample, haste 5/5
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// Whenever Reality Smasher becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.
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addCard(Zone.BATTLEFIELD, playerB, "Reality Smasher");
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// {T}: Add Red to your mana pool. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.
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addCard(Zone.BATTLEFIELD, playerA, "Pyromancer's Goggles"); // {5} Legendary artifact
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addCard(Zone.HAND, playerA, "Lightning Bolt");
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addCard(Zone.HAND, playerA, "Swamp", 2); // discard fodder
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt");
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addTarget(playerA, "Reality Smasher");
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setChoice(playerA, "Yes"); // discard a card to prevent counter (bolt targetting)
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setChoice(playerA, "Swamp");
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setChoice(playerA, "No"); // do not choose new targets for copy (goggles)
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setChoice(playerA, "Yes"); // discard a card to prevent counter (copy of bolt targetting)
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setChoice(playerA, "Swamp");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Lightning Bolt", 1);
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assertGraveyardCount(playerA, "Swamp", 2);
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assertGraveyardCount(playerB, "Reality Smasher", 1);
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}
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}
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