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* Archfiend of Depravity - Outcome tweaked for AI behaviour.
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2 changed files with 22 additions and 2 deletions
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@ -61,7 +61,7 @@ public class ArchfiendOfDepravity extends CardImpl {
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// Flying
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// Flying
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this.addAbility(FlyingAbility.getInstance());
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this.addAbility(FlyingAbility.getInstance());
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// At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest.
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// At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest.
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this.addAbility(new BeginningOfEndStepTriggeredAbility(new ArchfiendOfDepravityEffect(), TargetController.OPPONENT, false));
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this.addAbility(new BeginningOfEndStepTriggeredAbility(new ArchfiendOfDepravityEffect(), TargetController.OPPONENT, false));
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}
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}
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@ -79,7 +79,7 @@ public class ArchfiendOfDepravity extends CardImpl {
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class ArchfiendOfDepravityEffect extends OneShotEffect {
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class ArchfiendOfDepravityEffect extends OneShotEffect {
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public ArchfiendOfDepravityEffect() {
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public ArchfiendOfDepravityEffect() {
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super(Outcome.Detriment);
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super(Outcome.Benefit); // AI should select two creatures if possible so it has to be a benefit
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this.staticText = "that player chooses up to two creatures he or she controls, then sacrifices the rest";
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this.staticText = "that player chooses up to two creatures he or she controls, then sacrifices the rest";
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}
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}
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@ -222,6 +222,26 @@ public class TargetsAreChosenTest extends CardTestPlayerBaseAI {
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}
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}
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/**
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* When I have Archfiend of Depravity on the field, the AI always sacks
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* creatures until it has ONE left, when the card states that you can keep
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* TWO at the end of each turn. This makes it un-fun playing the Archfiend
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* as it makes it a lot easier to win.
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*/
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@Test
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public void testArchfiendOfDepravity() {
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// Flying
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// At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest.
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addCard(Zone.BATTLEFIELD, playerB, "Archfiend of Depravity");
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 3);
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setStopAt(2, PhaseStep.UNTAP);
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execute();
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assertGraveyardCount(playerA, "Silvercoat Lion", 1);
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assertPowerToughness(playerA, "Silvercoat Lion", 2, 2, Filter.ComparisonScope.All);
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}
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/**
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/**
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* Target selection from EntersTheBattlefield is not varied in the AI
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* Target selection from EntersTheBattlefield is not varied in the AI
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* calculation, so value is only calculated for the one selected target set.
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* calculation, so value is only calculated for the one selected target set.
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