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* Fossil Find - Fixed card movement handling.
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12 changed files with 410 additions and 24 deletions
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.cards.continuous;
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import mage.abilities.keyword.LifelinkAbility;
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import mage.abilities.keyword.TrampleAbility;
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import mage.constants.CardType;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import mage.filter.Filter;
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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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*
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* @author LevelX2
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*/
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public class WardenOfTheFirstTreeTest extends CardTestPlayerBase {
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@Test
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public void testFirstAbility() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
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// {1}{W/B}: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3.
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// {2}{W/B}{W/B}: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink.
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// {3}{W/B}{W/B}{W/B}: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.
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addCard(Zone.HAND, playerA, "Warden of the First Tree", 2); // {G}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Warden of the First Tree");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{W/B}:");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPowerToughness(playerA, "Warden of the First Tree", 3, 3, Filter.ComparisonScope.Any);
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assertType("Warden of the First Tree", CardType.CREATURE, "Human");
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assertType("Warden of the First Tree", CardType.CREATURE, "Warrior");
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assertAbility(playerA, "Warden of the First Tree", TrampleAbility.getInstance(), false);
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assertAbility(playerA, "Warden of the First Tree", LifelinkAbility.getInstance(), false);
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}
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@Test
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public void testSecondAbility() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
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// {1}{W/B}: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3.
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// {2}{W/B}{W/B}: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink.
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// {3}{W/B}{W/B}{W/B}: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.
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addCard(Zone.HAND, playerA, "Warden of the First Tree", 2); // {G}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Warden of the First Tree");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{W/B}:");
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activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "{2}{W/B}{W/B}:");
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setStopAt(1, PhaseStep.END_TURN);
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execute();
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assertPowerToughness(playerA, "Warden of the First Tree", 3, 3, Filter.ComparisonScope.Any);
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assertType("Warden of the First Tree", CardType.CREATURE, "Human");
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assertType("Warden of the First Tree", CardType.CREATURE, "Spirit");
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assertType("Warden of the First Tree", CardType.CREATURE, "Warrior");
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assertAbility(playerA, "Warden of the First Tree", TrampleAbility.getInstance(), true);
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assertAbility(playerA, "Warden of the First Tree", LifelinkAbility.getInstance(), true);
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}
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@Test
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public void testThirdAbility() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 7);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
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// {1}{W/B}: Warden of the First Tree becomes a Human Warrior with base power and toughness 3/3.
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// {2}{W/B}{W/B}: If Warden of the First Tree is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink.
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// {3}{W/B}{W/B}{W/B}: If Warden of the First Tree is a Spirit, put five +1/+1 counters on it.
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addCard(Zone.HAND, playerA, "Warden of the First Tree", 2); // {G}
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Warden of the First Tree");
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}{W/B}:");
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activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "{2}{W/B}{W/B}:");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}{W/B}{W/B}{W/B}:");
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setStopAt(3, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPowerToughness(playerA, "Warden of the First Tree", 8, 8, Filter.ComparisonScope.Any);
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assertType("Warden of the First Tree", CardType.CREATURE, "Human");
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assertType("Warden of the First Tree", CardType.CREATURE, "Spirit");
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assertType("Warden of the First Tree", CardType.CREATURE, "Warrior");
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assertAbility(playerA, "Warden of the First Tree", TrampleAbility.getInstance(), true);
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assertAbility(playerA, "Warden of the First Tree", LifelinkAbility.getInstance(), true);
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}
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/**
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* When a Warden of the First Tree enters the battlefield, if it is not the
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* first warden played during the game, it enters with a random
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* power/toughness instead of 1/1. I have had it enter with both 2/2 and
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* 4/4, neither of which are actual values the card can hold.
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*/
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}
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@ -148,4 +148,49 @@ public class ExileAndReturnUnderYourControl extends CardTestPlayerBase {
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}
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/**
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* I cast a Villainous Wealth in Vintage Cube, and when it came time to cast
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* my opponent's cards (Mox Sapphire, Mox Emerald, Brainstorm, Snapcaster
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* Mage, Fact or Fiction and a Quicken), it rolled back to before I had cast
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* my spell after Quicken resolved. I have the error, but the forums won't
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* let me post them. I did find it was replicatable whenever you try to cast
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* Quicken off a Villainous Wealth.
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*/
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@Test
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public void testVillainousWealthAndQuicken() {
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// Villainous Wealth {X}{B}{G}{U}
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// Target opponent exiles the top X cards of his or her library. You may cast any number
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// of nonland cards with converted mana cost X or less from among them without paying
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// their mana costs.
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addCard(Zone.HAND, playerA, "Villainous Wealth"); // {X}{B}{G}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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// At the beginning of your draw step, you may draw two additional cards.
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// If you do, choose two cards in your hand drawn this turn.
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// For each of those cards, pay 4 life or put the card on top of your library.
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addCard(Zone.LIBRARY, playerB, "Mox Emerald");
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// The next sorcery card you cast this turn can be cast as though it had flash.
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// Draw a card.
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addCard(Zone.LIBRARY, playerB, "Quicken"); // Instant - {U}
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addCard(Zone.LIBRARY, playerB, "Mox Sapphire");
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skipInitShuffling(); // to keep this card on top of library
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Villainous Wealth", playerB);
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setChoice(playerA, "X=3");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mox Emerald");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Quicken");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mox Sapphire");
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setStopAt(1, PhaseStep.PRECOMBAT_MAIN);
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execute();
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assertGraveyardCount(playerA, "Villainous Wealth", 1);
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assertExileCount(playerB, 0);
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assertPermanentCount(playerA, "Mox Emerald", 1);
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assertPermanentCount(playerA, "Mox Sapphire", 1);
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assertGraveyardCount(playerB, "Quicken", 1);
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}
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}
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@ -152,7 +152,7 @@ public class PhyrexianMetamorphTest extends CardTestPlayerBase {
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/**
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* If a Harmonic Sliver enters the battlefield the controller has to destroy
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* one artifacts or enchantments
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* one artifact or enchantment
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*/
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@Test
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public void testHarmonicSliverNative1() {
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@ -36,12 +36,12 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
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*
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* @author LevelX2
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*/
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public class FracturingGustTest extends CardTestPlayerBase {
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@Test
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public void testCard() {
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public void testWithStaticAbility() {
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
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// Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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addCard(Zone.HAND, playerA, "Fracturing Gust", 1);
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// Players can't gain life.
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@ -49,13 +49,11 @@ public class FracturingGustTest extends CardTestPlayerBase {
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// At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
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addCard(Zone.BATTLEFIELD, playerB, "Witch Hunt", 1);
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// Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fracturing Gust");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Fracturing Gust", 1);
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assertGraveyardCount(playerB, "Witch Hunt", 1);
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@ -65,4 +63,26 @@ public class FracturingGustTest extends CardTestPlayerBase {
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}
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}
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@Test
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public void testWithTriggerdAbility() {
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
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// Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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addCard(Zone.HAND, playerA, "Fracturing Gust", 1);
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// When Guardian Automaton dies, you gain 3 life.
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addCard(Zone.BATTLEFIELD, playerA, "Guardian Automaton", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fracturing Gust");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Fracturing Gust", 1);
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assertGraveyardCount(playerA, "Guardian Automaton", 1);
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// + 2 from destroyed Guardian Automaton
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assertLife(playerA, 25);
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assertLife(playerB, 20);
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}
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}
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@ -64,4 +64,35 @@ public class EntersTheBattlefieldTriggerTest extends CardTestPlayerBase {
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assertLife(playerB, 20);
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}
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/**
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* Diluvian Primordial is bugged and doesn't trigger upon entering the
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* battlefield
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*/
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@Test
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public void testDiluvianPrimordial() {
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addCard(Zone.BATTLEFIELD, playerA, "Island", 7);
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// Flying
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// When Diluvian Primordial enters the battlefield, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a card cast this way would be put into a graveyard this turn, exile it instead.
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addCard(Zone.HAND, playerA, "Diluvian Primordial", 1); // {5}{U}{U}
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addCard(Zone.GRAVEYARD, playerB, "Lightning Bolt");
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// You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
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addCard(Zone.HAND, playerB, "Clever Impersonator", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Island", 4);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Diluvian Primordial");
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addTarget(playerA, "Lightning Bolt");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Diluvian Primordial", 1);
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assertExileCount("Lightning Bolt", 1);
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assertLife(playerA, 20);
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assertLife(playerB, 17);
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}
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}
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@ -9,18 +9,21 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
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*
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* @author noxx
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*
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* Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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* Whenever Blood Artist or another creature dies, target player loses 1 life
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* and you gain 1 life.
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*/
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public class BloodArtistTest extends CardTestPlayerBase {
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/**
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* Tests that whenever Blood Artist goes to graveyard, it would trigger its ability.
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* Tests that after Blood Artist went to graveyard, his ability doesn't work anymore.
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* Tests that whenever Blood Artist goes to graveyard, it would trigger its
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* ability. Tests that after Blood Artist went to graveyard, his ability
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* doesn't work anymore.
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*/
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@Test
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public void testDisabledEffectOnChangeZone() {
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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addCard(Zone.HAND, playerA, "Lightning Bolt", 2);
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// Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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addCard(Zone.BATTLEFIELD, playerA, "Blood Artist", 2);
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addCard(Zone.GRAVEYARD, playerA, "Blood Artist", 1);
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@ -36,4 +39,91 @@ public class BloodArtistTest extends CardTestPlayerBase {
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assertLife(playerB, 17);
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}
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/**
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* There is realy something wrong with sacrifice effects triggers. Had
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* Zulaport Cutthroat on battlefield and tried Altar's Reap and Bone
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* Splinters on it. Neither triggered ZC's abbility. Tried the same with
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* Blood Artist on battlefield, same result - no trigger.
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*/
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@Test
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public void testWithBoneSplinters() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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// As an additional cost to cast Bone Splinters, sacrifice a creature.
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// Destroy target creature.
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addCard(Zone.HAND, playerA, "Bone Splinters", 1); // Sorcery - {B}
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// Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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addCard(Zone.BATTLEFIELD, playerA, "Blood Artist", 1);
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addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Silvercoat Lion");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Silvercoat Lion", 1);
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assertGraveyardCount(playerB, "Pillarfield Ox", 1);
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assertLife(playerA, 22);
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assertLife(playerB, 18);
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}
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@Test
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public void testWithBoneSplinters2() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
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// As an additional cost to cast Bone Splinters, sacrifice a creature.
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// Destroy target creature.
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addCard(Zone.HAND, playerA, "Bone Splinters", 1); // Sorcery - {B}
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// Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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addCard(Zone.BATTLEFIELD, playerA, "Blood Artist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Blood Artist");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Blood Artist", 1);
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assertGraveyardCount(playerB, "Pillarfield Ox", 1);
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assertLife(playerA, 21); // For sacrifice both Blood Artist trigger, for destoy effect only one ist left
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assertLife(playerB, 19);
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}
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@Test
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public void testWithBoneSplinters3() {
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
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// As an additional cost to cast Bone Splinters, sacrifice a creature.
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// Destroy target creature.
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addCard(Zone.HAND, playerA, "Bone Splinters", 1); // Sorcery - {B}
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// Destroy target nonartifact, nonblack creature. It can't be regenerated.
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addCard(Zone.HAND, playerA, "Terror", 1); // Instant - {1}{B}
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// Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.
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addCard(Zone.BATTLEFIELD, playerA, "Blood Artist", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Bone Splinters", "Pillarfield Ox");
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setChoice(playerA, "Blood Artist");
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// Blood Artist may no longer trigger from destroyed creature because already in the graveyard
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Terror", "Silvercoat Lion", "Bone Splinters");
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertGraveyardCount(playerA, "Bone Splinters", 1);
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assertGraveyardCount(playerA, "Terror", 1);
|
||||
assertGraveyardCount(playerA, "Blood Artist", 1);
|
||||
assertGraveyardCount(playerB, "Pillarfield Ox", 1);
|
||||
assertGraveyardCount(playerB, "Silvercoat Lion", 1);
|
||||
assertLife(playerA, 21); // For sacrifice both Blood Artist trigger, for destoy effect only one ist left
|
||||
assertLife(playerB, 19);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,69 @@
|
|||
/*
|
||||
* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without modification, are
|
||||
* permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright notice, this list of
|
||||
* conditions and the following disclaimer.
|
||||
*
|
||||
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
|
||||
* of conditions and the following disclaimer in the documentation and/or other materials
|
||||
* provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
|
||||
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
* The views and conclusions contained in the software and documentation are those of the
|
||||
* authors and should not be interpreted as representing official policies, either expressed
|
||||
* or implied, of BetaSteward_at_googlemail.com.
|
||||
*/
|
||||
package org.mage.test.cards.triggers.dies;
|
||||
|
||||
import mage.constants.PhaseStep;
|
||||
import mage.constants.Zone;
|
||||
import org.junit.Test;
|
||||
import org.mage.test.serverside.base.CardTestPlayerBase;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author LevelX2
|
||||
*/
|
||||
public class ZulaportCutthroatTest extends CardTestPlayerBase {
|
||||
|
||||
/**
|
||||
* Zulaport's ability doesn't trigger when it dies. I'm not sure if that's
|
||||
* always the case, but I've encountered that bug at least several times
|
||||
* today.
|
||||
*
|
||||
*/
|
||||
@Test
|
||||
public void testDiesAndControllerDamage() {
|
||||
// Whenever Zulaport Cutthroat or another creature you control dies, each opponent loses 1 life and you gain 1 life.
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Zulaport Cutthroat", 1); // 1/1
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
|
||||
// Target creature you control gets +1/+0 and gains deathtouch until end of turn.
|
||||
// Whenever a creature dealt damage by that creature this turn dies, its controller loses 2 life.
|
||||
addCard(Zone.HAND, playerB, "Lightning Bolt"); // {B}
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", "Zulaport Cutthroat");
|
||||
setStopAt(1, PhaseStep.BEGIN_COMBAT);
|
||||
execute();
|
||||
|
||||
assertGraveyardCount(playerB, "Lightning Bolt", 1);
|
||||
assertGraveyardCount(playerA, "Zulaport Cutthroat", 1);
|
||||
|
||||
assertLife(playerA, 21);
|
||||
assertLife(playerB, 19);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue