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Fixed that modes of modal spells resolved also if all targeted modes of a spell had no more legal targets and there were targeted modes (fixes #385). Should also fix same problem for parts of a fused spell. Added test for Cryptic Command.
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package org.mage.test.cards.abilities.oneshot.counterspell;
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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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* Cryptic Command
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* Instant, 1UUU
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* Choose two — Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
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*
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* @author LevelX2
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*/
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public class CrypticCommandTest extends CardTestPlayerBase {
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/**
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* Test that if command has only one target and that targets is not valid on resolution, Cryptic Command fizzeles
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* The player does not draw a card
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*/
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@Test
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public void testCommand() {
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addCard(Zone.HAND, playerA, "Thoughtseize");
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addCard(Zone.HAND, playerA, "Remand");
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.HAND, playerB, "Cryptic Command");
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addCard(Zone.BATTLEFIELD, playerB, "Island", 4);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Thoughtseize", playerB);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Cryptic Command", "Thoughtseize");
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setModeChoice(playerB, "0"); // Counter target spell
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setModeChoice(playerB, "3"); // Draw a card
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remand", "Thoughtseize", "Cryptic Command");
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertHandCount(playerA, 2);
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assertGraveyardCount(playerA, 1);
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assertHandCount(playerB, 0); // Because Cryptic Command has no legal target playerB does not draw a card and has 0 cards in hand
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assertGraveyardCount(playerB, 1);
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}
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}
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