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* Fixed that cost modification with target check (Icefall Regent) did not work for flashbacked spells (fixes #1405).
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3 changed files with 123 additions and 140 deletions
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@ -244,15 +244,15 @@ public class FlashbackTest extends CardTestPlayerBase {
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assertGraveyardCount(playerA, "Silent Departure", 1);
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assertGraveyardCount(playerA, "Runic Repetition", 1);
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}
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@Test
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public void testAltarsReap() {
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addCard(Zone.LIBRARY, playerA, "Island", 2);
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addCard(Zone.GRAVEYARD, playerA, "Altar's Reap", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Underground Sea", 4);
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addCard(Zone.HAND, playerA, "Snapcaster Mage", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Snapcaster Mage");
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setChoice(playerA, "Altar's Reap");
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@ -261,7 +261,48 @@ public class FlashbackTest extends CardTestPlayerBase {
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertGraveyardCount(playerA, "Snapcaster Mage", 1);
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}
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/**
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* Fracturing Gust is bugged. In a match against Affinity, it worked
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* properly when cast from hand. When I cast it from graveyard c/o
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* Snapcaster Mage flashback, it destroyed my opponent's Darksteel Citadels,
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* which it did not do when cast from my hand.
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*/
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@Test
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public void testSnapcasterMageWithIcefallRegent() {
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.HAND, playerA, "Snapcaster Mage", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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// Destroy target creature. It can't be regenerated.
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addCard(Zone.GRAVEYARD, playerA, "Terminate");
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addCard(Zone.BATTLEFIELD, playerA, "Berserkers' Onslaught", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Icefall Regent", 1);
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// When Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Snapcaster Mage");
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setChoice(playerA, "Terminate");
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activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Flashback"); // Flashback Terminate
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addTarget(playerA, "Icefall Regent");
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerA, "Snapcaster Mage", 1);
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assertGraveyardCount(playerB, "Icefall Regent", 1);
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assertExileCount("Terminate", 1);
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assertTappedCount("Mountain", true, 2);
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assertTappedCount("Island", true, 2);
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assertTappedCount("Swamp", true, 2);
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}
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}
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