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fix #13425 (ninjutsu ability), add test
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2 changed files with 67 additions and 6 deletions
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package org.mage.test.cards.abilities.keywords;
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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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702.49. Ninjutsu
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702.49a. Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand.
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"Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control
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to its owner's hand: Put this card onto the battlefield from your hand tapped and attacking."
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702.49b. The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
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702.49c. A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h).
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The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player, planeswalker,
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or battle as the creature that was returned to its owner's hand.
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702.49d. Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander
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ninjutsu is in the command zone. "Commander ninjutsu [cost]" means "[Cost], Reveal this card from your hand or
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from the command zone, Return an unblocked attacking creature you control to its owner's hand: Put this card onto
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the battlefield tapped and attacking."
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*/
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public class NinjutsuTest extends CardTestPlayerBase {
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private static final String drake = "Seacoast Drake"; // 1/3 flying
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private static final String crab = "Jwari Scuttler"; // 2/3
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private static final String shinobi = "Moonblade Shinobi"; // 3/2, Ninjutsu 2U, on combat damage to player create 1/1 Illusion
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@Test
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public void testMultipleUsage() {
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addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
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addCard(Zone.BATTLEFIELD, playerA, drake);
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addCard(Zone.BATTLEFIELD, playerA, crab);
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addCard(Zone.HAND, playerA, shinobi);
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attack(1, playerA, drake, playerB);
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attack(1, playerA, crab, playerB);
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activateAbility(1, PhaseStep.DECLARE_BLOCKERS, playerA, "Ninjutsu");
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setChoice(playerA, drake);
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activateAbility(1, PhaseStep.DECLARE_BLOCKERS, playerA, "Ninjutsu"); // while above ability on stack
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setChoice(playerA, crab);
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// result, both drake and crab in hand, shinobi on battlefield
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setStrictChooseMode(true);
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setStopAt(1, PhaseStep.END_COMBAT);
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execute();
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assertPowerToughness(playerA, shinobi, 3, 2);
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assertPermanentCount(playerA, "Illusion Token", 1);
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assertHandCount(playerA, drake, 1);
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assertHandCount(playerA, crab, 1);
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assertTappedCount("Island", true, 6); // activated twice
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}
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}
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