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https://github.com/magefree/mage.git
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Fixed handling and initialization of Fixedtarget object. Fixing a problem of ReturnToBattlefieldUnderYourControlTargetEffect that caused objects to return taht already left the zone they should be moved from.
This commit is contained in:
parent
148fd0e6ae
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16 changed files with 398 additions and 209 deletions
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@ -0,0 +1,62 @@
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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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||||
* 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
|
||||
* provided with the distribution.
|
||||
*
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||||
* 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.
|
||||
*
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||||
* 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
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package org.mage.test.AI.basic;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Ignore;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBaseAI;
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/**
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*
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* @author LevelX2
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*/
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public class CastAlternateCastingCostsTest extends CardTestPlayerBaseAI {
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/**
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* Tests that if a spell has alternate casting costs, this option is also calculated
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*/
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@Test
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@Ignore // AI only gets the cast ability yet, but does always say yes to use evoke
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// TODO: Get the AI both options to calculate
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public void testEvoke() {
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// Flying
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// When Mulldrifter enters the battlefield, draw two cards.
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// Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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addCard(Zone.HAND, playerA, "Mulldrifter");
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addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Mulldrifter", 1);
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}
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}
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@ -38,22 +38,22 @@ 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 ScytheOfTheWretchedTest extends CardTestPlayerBase {
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/**
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* Test that the creature taht died returns to battlefield under your control
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* if the previous equiped creature does not die
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* Test that the creature that died returns to battlefield under your
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* control if the previous equipped creature does not die
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*/
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@Test
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public void testEquipAlive() {
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addCard(Zone.BATTLEFIELD, playerA, "Soulmender", 1);
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// {T}: You gain 1 life.
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addCard(Zone.BATTLEFIELD, playerA, "Soulmender", 1); // 1/1
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addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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// Equipped creature gets +2/+2.
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// Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature.
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// Equip {4}
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// Equip {4}
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addCard(Zone.BATTLEFIELD, playerB, "Scythe of the Wretched");
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Equip {4}", "Silvercoat Lion");
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@ -66,29 +66,31 @@ public class ScytheOfTheWretchedTest extends CardTestPlayerBase {
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertPermanentCount(playerA, "Soulmender", 0);
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assertPermanentCount(playerB, "Soulmender", 1);
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assertPowerToughness(playerB, "Soulmender", 3, 3);
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assertPowerToughness(playerB, "Silvercoat Lion", 2, 2);
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Permanent silvercoatLion = getPermanent("Silvercoat Lion", playerB.getId());
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Assert.assertTrue("Silvercoat Lion may not have any attachments", silvercoatLion.getAttachments().isEmpty());
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}
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/**
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* Test that the creature that died returns to battlefield under your control
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* if the previous equiped creature does die after equipment is removed
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/**
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* Test that the creature that died returns to battlefield under your
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* control if the previous equiped creature does die after equipment is
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* removed
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*/
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@Test
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public void testEquipDied() {
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addCard(Zone.BATTLEFIELD, playerA, "Oreskos Swiftclaw", 1); // 3/1
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addCard(Zone.BATTLEFIELD, playerA, "Oreskos Swiftclaw", 1); // 3/1
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addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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// Equipped creature gets +2/+2.
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// Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature.
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// Equip {4}
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// Equip {4}
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addCard(Zone.BATTLEFIELD, playerB, "Scythe of the Wretched");
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Equip {4}", "Silvercoat Lion");
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@ -101,27 +103,27 @@ public class ScytheOfTheWretchedTest extends CardTestPlayerBase {
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertPermanentCount(playerA, "Oreskos Swiftclaw", 0);
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assertPermanentCount(playerB, "Oreskos Swiftclaw", 1);
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assertPowerToughness(playerB, "Oreskos Swiftclaw", 5, 3);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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}
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/**
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* Test that the creature that died returns to battlefield under your control
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* if the previous equiped creature does die already in combat
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/**
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* Test that the creature that died returns to battlefield under your
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* control if the previous equiped creature does die already in combat
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*/
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@Test
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public void testEquipDiedInCombat() {
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addCard(Zone.BATTLEFIELD, playerA, "Serra Angel", 1); // 4/4
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addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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// Equipped creature gets +2/+2.
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// Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature.
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// Equip {4}
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// Equip {4}
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addCard(Zone.BATTLEFIELD, playerB, "Scythe of the Wretched");
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Equip {4}", "Silvercoat Lion");
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@ -134,18 +136,18 @@ public class ScytheOfTheWretchedTest extends CardTestPlayerBase {
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertPermanentCount(playerA, "Serra Angel", 0);
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assertPermanentCount(playerB, "Serra Angel", 1);
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assertPowerToughness(playerB, "Serra Angel", 6, 6);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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}
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/**
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* Test that the creature that died returns to battlefield under your control
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* if the previous equiped creature does die already in combat and the equipment was destroyed meanwhile
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}
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/**
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* Test that the creature that died returns to battlefield under your
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* control if the previous equiped creature does die already in combat and
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* the equipment was destroyed meanwhile
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*/
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@Test
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public void testEquipDiedInCombat2() {
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@ -154,17 +156,17 @@ public class ScytheOfTheWretchedTest extends CardTestPlayerBase {
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addCard(Zone.HAND, playerA, "Disenchant", 1);
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addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
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// Equipped creature gets +2/+2.
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// Whenever a creature dealt damage by equipped creature this turn dies, return that card to the battlefield under your control. Attach Scythe of the Wretched to that creature.
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// Equip {4}
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// Equip {4}
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addCard(Zone.BATTLEFIELD, playerB, "Scythe of the Wretched");
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activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Equip {4}", "Silvercoat Lion");
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attack(2, playerB, "Silvercoat Lion");
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block(2, playerA, "Serra Angel", "Silvercoat Lion");
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castSpell(2, PhaseStep.COMBAT_DAMAGE, playerA, "Disenchant", "Scythe of the Wretched", "Whenever a creature dealt damage");
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setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
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@ -172,14 +174,14 @@ public class ScytheOfTheWretchedTest extends CardTestPlayerBase {
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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assertGraveyardCount(playerA, "Disenchant", 1);
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assertGraveyardCount(playerB, "Scythe of the Wretched", 1);
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assertPermanentCount(playerA, "Serra Angel", 0);
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assertPermanentCount(playerB, "Serra Angel", 1);
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assertPowerToughness(playerB, "Serra Angel", 4, 4);
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assertGraveyardCount(playerB, "Silvercoat Lion", 1);
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}
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}
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}
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}
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@ -8,18 +8,21 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* also tests regenerate and
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* tests that permanents with protection can be sacrificed
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*
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* also tests regenerate and tests that permanents with protection can be
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* sacrificed
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*
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* @author BetaSteward
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*/
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public class SpitefulShadowsTest extends CardTestPlayerBase {
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@Test
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public void testCard() {
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// Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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addCard(Zone.BATTLEFIELD, playerA, "Glistener Elf");
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addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
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// Enchant creature
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// Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
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addCard(Zone.HAND, playerA, "Spiteful Shadows");
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addCard(Zone.HAND, playerA, "Lightning Bolt");
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@ -0,0 +1,63 @@
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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
|
||||
* of conditions and the following disclaimer in the documentation and/or other materials
|
||||
* provided with the distribution.
|
||||
*
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||||
* 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
|
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* or implied, of BetaSteward_at_googlemail.com.
|
||||
*/
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package org.mage.test.cards.mana;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Assert;
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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 EmptyOnlyOnTurnsEndManaTest extends CardTestPlayerBase {
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@Test
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public void testDaxosOfMeletis() {
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// At the beginning of each player's upkeep, that player adds {G}{G}{G} to his or her mana pool. Until end of turn, this mana doesn't empty from that player's mana pool as steps and phases end.
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addCard(Zone.BATTLEFIELD, playerA, "Shizuko, Caller of Autumn", 1);
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addCard(Zone.HAND, playerA, "Birds of Paradise", 1);
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addCard(Zone.HAND, playerB, "Birds of Paradise", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Birds of Paradise");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Birds of Paradise");
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setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertPermanentCount(playerA, "Birds of Paradise", 1);
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assertPermanentCount(playerB, "Birds of Paradise", 1);
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Assert.assertEquals("2 {G} have to be still im Mana Pool", "{G}{G}", playerB.getManaPool().getMana().toString());
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}
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}
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@ -25,7 +25,6 @@
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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.single.rtr;
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import mage.constants.PhaseStep;
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@ -35,36 +34,32 @@ import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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* Jace, Architect of Thought {2}{U}{U}
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* Planeswalker — Jace
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* Loyalty 4
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* +1: Until your next turn, whenever a creature an opponent controls attacks, it gets
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* -1/-0 until end of turn.
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* -2: Reveal the top three cards of your library. An opponent separates those cards into
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* two piles. Put one pile into your hand and the other on the bottom of your library
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* in any order.
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* -8: For each player, search that player's library for a nonland card and exile it, then
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* that player shuffles his or her library. You may cast those cards without paying
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* their mana costs.
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*
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* Jace, Architect of Thought {2}{U}{U} Planeswalker — Jace Loyalty 4 +1: Until
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* your next turn, whenever a creature an opponent controls attacks, it gets
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* -1/-0 until end of turn. -2: Reveal the top three cards of your library. An
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* opponent separates those cards into two piles. Put one pile into your hand
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* and the other on the bottom of your library in any order. -8: For each
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* player, search that player's library for a nonland card and exile it, then
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* that player shuffles his or her library. You may cast those cards without
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* paying their mana costs.
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*
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* @author LevelX2
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*/
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public class JaceArchitectOfThoughtTest extends CardTestPlayerBase {
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@Test
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public void testAbility1normal() {
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Architect of Thought");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.");
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attack(2, playerB, "Silvercoat Lion");
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setStopAt(2, PhaseStep.END_COMBAT);
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execute();
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assertCounterCount("Jace, Architect of Thought", CounterType.LOYALTY, 5);
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assertPowerToughness(playerB, "Silvercoat Lion", 1, 2);
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@ -72,53 +67,56 @@ public class JaceArchitectOfThoughtTest extends CardTestPlayerBase {
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assertLife(playerB, 20);
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}
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@Test
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public void testAbilit1lastOnlyUntilNextTurn() {
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Architect of Thought");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
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activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.");
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attack(2, playerB, "Silvercoat Lion");
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attack(4, playerB, "Silvercoat Lion");
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setStopAt(4, PhaseStep.END_COMBAT);
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execute();
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assertCounterCount("Jace, Architect of Thought", CounterType.LOYALTY, 5);
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assertPowerToughness(playerB, "Silvercoat Lion", 2, 2);
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assertLife(playerA, 17);
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assertLife(playerB, 20);
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}
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}
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/*
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Ability 1 has still to trigger next turn if used also if Jace left the battlefield.
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*/
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Ability 1 has still to trigger next turn if used also if Jace left the battlefield.
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*/
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@Test
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public void testAbility1AfterJacesWasExiled() {
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Architect of Thought");
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// Sorcery {R}{B}
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// Destroy target creature or planeswalker.
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addCard(Zone.HAND, playerB, "Dreadbore");
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addCard(Zone.BATTLEFIELD, playerB, "Mountain");
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addCard(Zone.BATTLEFIELD, playerB, "Swamp");
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addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
|
||||
|
||||
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "+1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.");
|
||||
|
||||
|
||||
// +1: Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
|
||||
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "+1: Until your next turn");
|
||||
|
||||
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Dreadbore", "Jace, Architect of Thought");
|
||||
attack(2, playerB, "Silvercoat Lion");
|
||||
|
||||
|
||||
setStopAt(2, PhaseStep.END_COMBAT);
|
||||
execute();
|
||||
|
||||
assertLife(playerA, 19);
|
||||
assertLife(playerB, 20);
|
||||
|
||||
assertPermanentCount(playerB, "Jace, Architect of Thought", 0);
|
||||
|
||||
assertPermanentCount(playerA, "Jace, Architect of Thought", 0);
|
||||
assertPowerToughness(playerB, "Silvercoat Lion", 1, 2);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,7 +36,6 @@ import org.mage.test.serverside.base.CardTestPlayerBase;
|
|||
*
|
||||
* @author LevelX2
|
||||
*/
|
||||
|
||||
public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
||||
|
||||
@Test
|
||||
|
|
@ -82,9 +81,10 @@ public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
|||
assertGraveyardCount(playerB, "Lightning Bolt", 1);
|
||||
assertPermanentCount(playerA, "Arcbound Worker", 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* That that the creature with a +1/+1 counter does not return
|
||||
* if the card was removed from graveyard meanwhile
|
||||
* Test that the creature with a +1/+1 counter does not return if the card
|
||||
* was removed from graveyard meanwhile by Relic of Progenitus
|
||||
*/
|
||||
@Test
|
||||
public void testMarchesatheBlackRoseAfterExile() {
|
||||
|
|
@ -100,10 +100,10 @@ public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
|||
// {T}: Target player exiles a card from his or her graveyard.
|
||||
// {1}, Exile Relic of Progenitus: Exile all cards from all graveyards. Draw a card.
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Relic of Progenitus", 1);
|
||||
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Arcbound Worker");
|
||||
castSpell(1, PhaseStep.END_COMBAT, playerB, "Lightning Bolt", "Arcbound Worker");
|
||||
|
||||
|
||||
activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "{T}: Target player exiles", playerA);
|
||||
|
||||
setStopAt(1, PhaseStep.END_TURN);
|
||||
|
|
@ -113,13 +113,15 @@ public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
|||
assertPermanentCount(playerA, "Arcbound Worker", 0);
|
||||
|
||||
assertExileCount("Arcbound Worker", 1);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* With my opponent's Deathmist Raptor return-to-battlefield trigger on the stack,
|
||||
* I exiled the Deathmist Raptor with Pharika, God of Affliction. However, the Deathmist Raptor
|
||||
* returned to the battlefield from exile, though it should not have because it had
|
||||
* changed zones so was a different object.
|
||||
* With my opponent's Deathmist Raptor return-to-battlefield trigger on the
|
||||
* stack, I exiled the Deathmist Raptor with Pharika, God of Affliction.
|
||||
* However, the Deathmist Raptor returned to the battlefield from exile,
|
||||
* though it should not have because it had changed zones so was a different
|
||||
* object.
|
||||
*/
|
||||
@Test
|
||||
public void testDeathmistRaptor() {
|
||||
|
|
@ -129,20 +131,20 @@ public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
|||
addCard(Zone.GRAVEYARD, playerA, "Deathmist Raptor");
|
||||
addCard(Zone.HAND, playerA, "Pine Walker");
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
|
||||
|
||||
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Forest", 1);
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
|
||||
// {B}{G}: Exile target creature card from a graveyard. It's owner puts a 1/1 black and green Snake enchantment creature token with deathtouch onto the battlefield.
|
||||
// {B}{G}: Exile target creature card from a graveyard. It's owner puts a 1/1 black and green Snake enchantment creature token with deathtouch onto the battlefield.
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Pharika, God of Affliction", 1);
|
||||
|
||||
|
||||
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
|
||||
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
|
||||
|
||||
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
|
||||
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerB, "{B}{G}: Exile target creature card from a graveyard",
|
||||
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
|
||||
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerB, "{B}{G}: Exile target creature card from a graveyard",
|
||||
"Deathmist Raptor", "Whenever a permanent you control is turned face up");
|
||||
|
||||
setStopAt(3, PhaseStep.END_TURN);
|
||||
|
||||
setStopAt(3, PhaseStep.END_TURN);
|
||||
|
||||
execute();
|
||||
assertPermanentCount(playerB, "Pharika, God of Affliction", 1);
|
||||
|
|
@ -150,6 +152,37 @@ public class ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
|
|||
assertPermanentCount(playerA, "Pine Walker", 1);
|
||||
|
||||
assertExileCount("Deathmist Raptor", 1);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Reassembling Skeleton is blocked by Necroskitter, and dies. Necroskitter
|
||||
* triggers. With the trigger on the stack, activate Skeleton and return it
|
||||
* to play. Expected result: trigger can't find Skeleton since it changed
|
||||
* zones. Actual result: trigger steals control of Skeleton when it's
|
||||
* already on the battlefield.
|
||||
*/
|
||||
@Test
|
||||
public void testNecroskitter1() {
|
||||
// Wither (This deals damage to creatures in the form of -1/-1 counters.)
|
||||
// Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control.
|
||||
addCard(Zone.BATTLEFIELD, playerA, "Necroskitter", 1); // 1/4
|
||||
|
||||
// {1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Reassembling Skeleton");
|
||||
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
|
||||
|
||||
attack(2, playerB, "Reassembling Skeleton");
|
||||
block(2, playerA, "Necroskitter", "Reassembling Skeleton");
|
||||
|
||||
activateAbility(2, PhaseStep.COMBAT_DAMAGE, playerB, "{1}{B}: Return", NO_TARGET, "Whenever a creature");
|
||||
|
||||
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
|
||||
|
||||
execute();
|
||||
|
||||
assertLife(playerA, 20);
|
||||
assertPermanentCount(playerB, "Reassembling Skeleton", 1);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue