Fixed face down cost modification (related to 653a2dd7b2)

This commit is contained in:
Oleg Agafonov 2020-07-24 21:30:03 +04:00
parent dfaf09e76c
commit 97c427375d
6 changed files with 92 additions and 29 deletions

View file

@ -1089,7 +1089,7 @@ public class MorphTest extends CardTestPlayerBase {
}
@Test
public void test_MorphWithCostReductionMustBePlayable_MorphCondition() {
public void test_MorphWithCostReductionMustBePlayable_MorphCondition1() {
// {1}{U} creature
// Morph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
// When Willbender is turned face up, change the target of target spell or ability with a single target.
@ -1110,4 +1110,36 @@ public class MorphTest extends CardTestPlayerBase {
assertPermanentCount(playerA, EmptyNames.FACE_DOWN_CREATURE.toString(), 1);
}
@Test
public void test_MorphWithCostReductionMustBePlayable_MorphCondition2() {
// {1}{U} creature
// Morph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
// When Willbender is turned face up, change the target of target spell or ability with a single target.
addCard(Zone.HAND, playerA, "Willbender", 2);
//addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
//
// The first face-down creature spell you cast each turn costs {3} less to cast.
addCard(Zone.BATTLEFIELD, playerA, "Kadena, Slinking Sorcerer");
// creature one - get cost reduce
checkPlayableAbility("can", 1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Willbender", true);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Willbender");
setChoice(playerA, "Yes"); // morph
waitStackResolved(1, PhaseStep.PRECOMBAT_MAIN);
// creature two - do not get cost reduce
checkPlayableAbility("can't by no reduce", 1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Willbender", false);
// on next turn it can cost reduce again
checkPlayableAbility("can't by not your turn", 2, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Willbender", false);
checkPlayableAbility("can", 3, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Willbender", true);
setStrictChooseMode(true);
setStopAt(3, PhaseStep.END_TURN);
execute();
assertAllCommandsUsed();
assertPermanentCount(playerA, EmptyNames.FACE_DOWN_CREATURE.toString(), 1);
}
}