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Fix Brine Comber not triggering out of disturb auras (#11170)
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2 changed files with 84 additions and 2 deletions
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package org.mage.test.cards.single.vow;
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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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* @author Susucr
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*/
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public class BrineComberTest extends CardTestPlayerBase {
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/**
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* Brine Comber
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* {1}{W}{U}
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* Creature — Spirit
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*
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* Whenever Brine Comber enters the battlefield or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
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*
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* Disturb {W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
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*/
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private static final String comber = "Brine Comber";
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@Test
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public void test_Aura() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, comber);
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addCard(Zone.BATTLEFIELD, playerA, "Forest");
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addCard(Zone.HAND, playerA, "Rancor"); // Aura for {G}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Rancor", comber);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Spirit Token", 1);
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assertPermanentCount(playerA, "Rancor", 1);
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assertPowerToughness(playerA, comber, 1+2, 1+0);
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}
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@Test
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public void test_DisturbAura() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, comber);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
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addCard(Zone.GRAVEYARD, playerA, "Lantern Bearer"); // Disturb for {2}{U}, back face being an aura.
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Lanterns' Lift using Disturb", comber);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Spirit Token", 1);
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assertPermanentCount(playerA, "Lanterns' Lift", 1);
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assertPowerToughness(playerA, comber, 1+1, 1+1);
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}
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@Test
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public void test_BestowAura() {
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setStrictChooseMode(true);
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addCard(Zone.BATTLEFIELD, playerA, comber);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
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addCard(Zone.HAND, playerA, "Hopeful Eidolon"); // Bestow for {3}{W}.
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cast Hopeful Eidolon using bestow", comber);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Spirit Token", 1);
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assertPermanentCount(playerA, "Hopeful Eidolon", 1);
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assertPowerToughness(playerA, comber, 1+1, 1+1);
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}
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}
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