* Grasp of Fate - Fixed rule text. Fixed that exiled permanents did not return to battlefeild if the Grasp left the battlefield because its owner lost or left the game.

This commit is contained in:
LevelX2 2018-04-24 17:50:35 +02:00
parent 6ebd715e17
commit 7b2ff38225
5 changed files with 78 additions and 6 deletions

View file

@ -307,4 +307,47 @@ public class PlayerLeftGameRangeAllTest extends CardTestMultiPlayerBase {
assertLife(playerA, 4);
}
/**
* * 11/4/2015: In a multiplayer game, if Grasp of Fate's owner leaves the
* game, the exiled cards will return to the battlefield. Because the
* one-shot effect that returns the cards isn't an ability that goes on the
* stack, it won't cease to exist along with the leaving player's spells and
* abilities on the stack.
*/
@Test
public void TestGraspOfFateReturn() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 3);
// When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player
// controls until Grasp of Fate leaves the battlefield.
addCard(Zone.HAND, playerA, "Grasp of Fate"); // Enchantment {1}{W}{W}
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
addCard(Zone.HAND, playerC, "Lightning Bolt");
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 1);
addCard(Zone.BATTLEFIELD, playerC, "Juggernaut", 1);
addCard(Zone.BATTLEFIELD, playerD, "Silvercoat Lion", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Grasp of Fate");
addTarget(playerA, "Pillarfield Ox");
addTarget(playerA, "Juggernaut");
addTarget(playerA, "Silvercoat Lion");
castSpell(2, PhaseStep.BEGIN_COMBAT, playerC, "Lightning Bolt", playerA);
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertGraveyardCount(playerC, "Lightning Bolt", 1);
assertLife(playerA, -1);
Assert.assertFalse("Player D is no longer in the game", playerA.isInGame());
assertPermanentCount(playerB, "Pillarfield Ox", 1);
assertPermanentCount(playerC, "Juggernaut", 1);
assertPermanentCount(playerD, "Silvercoat Lion", 1);
}
}