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fixed and refactored balance effect (#6595)
* fixed and refactored balance effect * inversed logic in balance effect - now players choose cards to keep instead to sacrifice/discard
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2 changed files with 116 additions and 91 deletions
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package org.mage.test.cards.single;
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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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public class BalanceTest extends CardTestPlayerBase {
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@Test
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public void testBalance() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Runeclaw Bear", 3);
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addCard(Zone.HAND, playerA, "Plains", 1);
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addCard(Zone.HAND, playerA, "Balance");
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addCard(Zone.BATTLEFIELD, playerB, "Swamp", 3);
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addCard(Zone.BATTLEFIELD, playerB, "Runeclaw Bear", 2);
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addCard(Zone.HAND, playerB, "Swamp", 2);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Balance");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Plains", 2);
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assertPermanentCount(playerA, "Runeclaw Bear", 2);
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assertHandCount(playerA, "Plains", 1);
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assertHandCount(playerA, "Balance", 0);
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assertGraveyardCount(playerA, "Runeclaw Bear", 1);
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assertGraveyardCount(playerA, "Balance", 1);
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assertPermanentCount(playerB, "Swamp", 2);
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assertPermanentCount(playerB, "Runeclaw Bear", 2);
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assertHandCount(playerB, "Swamp", 1);
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assertGraveyardCount(playerB, "Swamp", 2); //1 from hand, 1 from battlefield
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}
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}
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