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refactor: improved Aladdin's Lamp
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3 changed files with 48 additions and 4 deletions
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@ -467,6 +467,36 @@ public class AdjusterCostTest extends CardTestPlayerBaseWithAIHelps {
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assertLife(playerB, 20 - 3);
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}
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@Test
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public void test_prepareX_AladdinsLamp() {
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skipInitShuffling();
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// {X}, {T}: The next time you would draw a card this turn, instead look at the top X cards of your library,
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// put all but one of them on the bottom of your library in a random order, then draw a card. X can't be 0.
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addCard(Zone.BATTLEFIELD, playerA, "Aladdin's Lamp");
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
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// {T}: Draw a card.
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addCard(Zone.BATTLEFIELD, playerA, "Archivist");
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addCard(Zone.LIBRARY, playerA, "Island", 1);
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addCard(Zone.LIBRARY, playerA, "Grizzly Bears", 1);
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addCard(Zone.LIBRARY, playerA, "Island", 3);
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// prepare effect
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{X}, {T}: The next time");
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setChoice(playerA, "X=5");
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waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
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// improved draw
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}: Draw");
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setChoice(playerA, "Grizzly Bears"); // keep on top and draw
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertHandCount(playerA, "Grizzly Bears", 1);
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}
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@Test
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public void test_modifyCost_Fireball() {
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// This spell costs {1} more to cast for each target beyond the first.
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