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implement [PIP] Screeching Scorchbeast
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package org.mage.test.cards.single.pip;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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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 Susucr
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*/
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public class ScreechingScorchbeastTest extends CardTestPlayerBase {
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/**
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* {@link mage.cards.s.ScreechingScorchbeast Screeching Scorchbeast} {4}{B}{B}
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* Creature — Bat Mutant
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* Flying, menace
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* Whenever Screeching Scorchbeast attacks, each player gets two rad counters.
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* Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
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* 5/5
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*/
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private static final String beast = "Screeching Scorchbeast";
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@Test
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public void test_Trigger_3NonLand_1Land() {
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setStrictChooseMode(true);
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skipInitShuffling();
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addCard(Zone.BATTLEFIELD, playerA, beast);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
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addCard(Zone.BATTLEFIELD, playerA, "Whetstone"); // {3}: Each player mills two cards.
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addCard(Zone.LIBRARY, playerA, "Taiga", 3);
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addCard(Zone.LIBRARY, playerA, "Baneslayer Angel", 1);
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addCard(Zone.LIBRARY, playerB, "Memnite", 4);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}");
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setChoice(playerA, true); // Yes to first trigger.
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}");
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// The second mill does not trigger the Scrochbeast due to "Do this once each turn"
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Taiga", 3);
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assertGraveyardCount(playerA, "Baneslayer Angel", 1);
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assertGraveyardCount(playerB, "Memnite", 4);
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assertPermanentCount(playerA, "Zombie Mutant Token", 3);
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}
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@Test
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public void test_Trigger_No_ThenYes() {
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setStrictChooseMode(true);
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skipInitShuffling();
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addCard(Zone.BATTLEFIELD, playerA, beast);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
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addCard(Zone.BATTLEFIELD, playerA, "Whetstone"); // : Each player mills two cards.
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addCard(Zone.LIBRARY, playerA, "Taiga", 3);
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addCard(Zone.LIBRARY, playerA, "Baneslayer Angel", 1);
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addCard(Zone.LIBRARY, playerB, "Memnite", 4);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}");
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setChoice(playerA, false); // No to first trigger. 3 nonlands
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN, playerA);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}");
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setChoice(playerA, true); // Yes to second trigger. 2 nonlands
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Taiga", 3);
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assertGraveyardCount(playerA, "Baneslayer Angel", 1);
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assertGraveyardCount(playerB, "Memnite", 4);
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assertPermanentCount(playerA, "Zombie Mutant Token", 2);
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}
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@Test
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public void test_NoTrigger_AllLands() {
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setStrictChooseMode(true);
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skipInitShuffling();
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addCard(Zone.BATTLEFIELD, playerA, beast);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
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addCard(Zone.BATTLEFIELD, playerA, "Whetstone"); // {3}: Each player mills two cards.
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addCard(Zone.LIBRARY, playerA, "Taiga", 2);
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addCard(Zone.LIBRARY, playerA, "Taiga", 2);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}");
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// no trigger, no choice.
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, 2);
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assertGraveyardCount(playerB, 2);
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assertPermanentCount(playerA, "Zombie Mutant Token", 0);
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}
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}
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