[SPM] Implement The Soul Stone (#13936)

* [SPM] Implement The Soul Stone

* update to use permanent designation instead of game state

* update The Soul Stone according to release notes

* infinity ability is no longer on the card unless harnessed, which is only on the battlefield

* fix text on soul stone conditional ability

* update The Soul Stone

* create common effects for future Infinity cards
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package org.mage.test.cards.single.spm;
import mage.abilities.triggers.BeginningOfUpkeepTriggeredAbility;
import mage.cards.Card;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
import java.util.ArrayList;
import java.util.List;
import static org.junit.Assert.assertTrue;
/**
*
* @author Jmlundeen
*/
public class TheSoulStoneTest extends CardTestPlayerBase {
/*
The Soul Stone
{1}{B}
Legendary Artifact - Infinity Stone
Indestructible
{T}: Add {B}.
{6}{B}, {T}, Exile a creature you control: Harness The Soul Stone.
-- At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
*/
private static final String theSoulStone = "The Soul Stone";
/*
Bear Cub
{1}{G}
Creature - Bear
2/2
*/
private static final String bearCub = "Bear Cub";
/*
Teferi's Time Twist
{1}{U}
Instant
Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. If it enters the battlefield as a creature, it enters with an additional +1/+1 counter on it.
*/
private static final String teferisTimeTwist = "Teferi's Time Twist";
@Test
public void testTheSoulStone() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, theSoulStone);
addCard(Zone.BATTLEFIELD, playerA, bearCub);
addCard(Zone.GRAVEYARD, playerA, bearCub);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 7);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{6}{B}, {T}");
setChoice(playerA, bearCub); // exile as cost
addTarget(playerA, bearCub); // return to battlefield
setStopAt(3, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, bearCub, 1);
assertExileCount(playerA, bearCub, 1);
// doesn't have ability if blinked
assertAbilityCount(playerA, theSoulStone, BeginningOfUpkeepTriggeredAbility.class, 1);
}
@Test
public void testBlinkSoulStone() {
setStrictChooseMode(true);
addCard(Zone.BATTLEFIELD, playerA, theSoulStone);
addCard(Zone.BATTLEFIELD, playerA, bearCub);
addCard(Zone.GRAVEYARD, playerA, bearCub);
addCard(Zone.HAND, playerA, teferisTimeTwist);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 7);
addCard(Zone.BATTLEFIELD, playerA, "Island", 4);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{6}{B}, {T}");
setChoice(playerA, bearCub);
castSpell(2, PhaseStep.POSTCOMBAT_MAIN, playerA, teferisTimeTwist, theSoulStone);
setStopAt(3, PhaseStep.END_TURN);
execute();
assertExileCount(playerA, bearCub, 1);
assertPermanentCount(playerA, bearCub, 0);
assertGraveyardCount(playerA, bearCub, 1);
// doesn't have ability if blinked
assertAbilityCount(playerA, theSoulStone, BeginningOfUpkeepTriggeredAbility.class, 0);
}
@Test
public void testSoulStoneHasNoInfinityAbility() {
setStrictChooseMode(true);
removeAllCardsFromLibrary(playerA);
addCard(Zone.HAND, playerA, theSoulStone);
addCard(Zone.LIBRARY, playerA, theSoulStone);
addCard(Zone.GRAVEYARD, playerA, theSoulStone);
addCard(Zone.EXILED, playerA, theSoulStone);
setStopAt(1, PhaseStep.PRECOMBAT_MAIN);
execute();
List<Card> cards = new ArrayList<>(getHandCards(playerA));
cards.addAll(getLibraryCards(playerA));
cards.addAll(getGraveCards(playerA));
cards.addAll(getExiledCards(playerA));
cards.forEach(card -> {
if (card.getName().equals(theSoulStone)) {
assertTrue("Should not have Infinity ability", !card.getAbilities(currentGame).containsClass(BeginningOfUpkeepTriggeredAbility.class));
}
});
}
}