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[OTC] Implement Felix Five-Boots (#12074)
will need further improvements in #12173 --------- Co-authored-by: Susucre <34709007+Susucre@users.noreply.github.com>
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package org.mage.test.cards.triggers.damage;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.counters.CounterType;
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import org.junit.Ignore;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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* @author PurpleCrowbar, Susucr
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* https://scryfall.com/card/otc/42/felix-five-boots
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*/
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public class FelixFiveBootsTest extends CardTestPlayerBase {
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// Trample. Whenever Belligerent Guest deals combat damage to a player, create a Blood token.
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private static final String vampire = "Belligerent Guest";
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@Test
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public void testBasicFelixFunctionality() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
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addCard(Zone.BATTLEFIELD, playerA, vampire);
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attack(1, playerA, vampire, playerB);
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setChoice(playerA, "Whenever {this} deals combat damage to a player, create a Blood token."); // need to order the triggers
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checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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}
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@Test
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public void testDoubleTriggerDeadAttacker() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
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addCard(Zone.BATTLEFIELD, playerA, vampire);
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addCard(Zone.BATTLEFIELD, playerB, "Moss Viper"); // 1/1 Deathtouch
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attack(1, playerA, vampire, playerB);
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block(1, playerB, "Moss Viper", vampire);
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setChoice(playerA, "X=1"); // assign damage to Moss Viper
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setChoice(playerA, "Whenever {this} deals combat damage to a player, create a Blood token."); // need to order the triggers
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checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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}
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@Test
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public void testNoBonusTriggerForEnemy() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, vampire);
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addCard(Zone.BATTLEFIELD, playerB, "Felix Five-Boots");
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attack(1, playerA, vampire, playerB);
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checkStackSize("one trigger", 1, PhaseStep.COMBAT_DAMAGE, playerA, 1);
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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}
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@Test
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public void testNoTriggerOnNonCombatDamage() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
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addCard(Zone.BATTLEFIELD, playerA, "Nettle Drone"); // {T}: {this} deals 1 damage to each opponent
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addCard(Zone.BATTLEFIELD, playerA, "Island");
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addCard(Zone.HAND, playerA, "Curiosity"); // Whenever enchanted creature deals damage to an opponent, you may draw a card
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Curiosity", "Nettle Drone", true);
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activateAbility(1, PhaseStep.BEGIN_COMBAT, playerA, "{T}: {this} deals 1 damage to each opponent");
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checkStackSize("one trigger", 1, PhaseStep.BEGIN_COMBAT, playerA, 1);
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setChoice(playerA, true); // yes to Curiosity "you may draw"
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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}
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@Test
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public void testBatchEvent() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
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// Whenever Olivia's Attendants deals damage, create that many Blood tokens. 6/6
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addCard(Zone.BATTLEFIELD, playerA, "Olivia's Attendants");
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attack(1, playerA, "Olivia's Attendants", playerB);
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setChoice(playerA, "Whenever {this} deals damage, create that many Blood tokens."); // need to order the triggers
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checkStackSize("two triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 2);
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertPermanentCount(playerA, "Blood Token", 6 + 6);
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}
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@Test
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@Ignore // see #12095
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public void testSelectRightPartOfBatch() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, "Felix Five-Boots");
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// Whenever equipped creature deals combat damage, put two charge counters on Umezawa’s Jitte.
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addCard(Zone.BATTLEFIELD, playerA, "Umezawa's Jitte");
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
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addCard(Zone.BATTLEFIELD, playerA, "Raging Goblin");
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addCard(Zone.BATTLEFIELD, playerB, "Wall of Blossoms");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Equip", "Elite Vanguard");
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attack(1, playerA, "Elite Vanguard", playerB);
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attack(1, playerA, "Raging Goblin", playerB);
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block(1, playerB, "Wall of Blossoms", "Elite Vanguard");
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checkStackSize("only one Jitte triggers", 1, PhaseStep.COMBAT_DAMAGE, playerA, 1);
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setStopAt(1, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertCounterCount(playerA, "Umezawa's Jitte", CounterType.CHARGE, 2);
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}
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}
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