/* * 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.abilities.keywords; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * 702.64. Aura swap * 702.64a Aura swap is an activated ability of some Aura cards. * "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." * 702.64b If either half of the exchange can't be completed, the ability has no effect. * * @author LevelX2 */ public class AuraSwapTest extends CardTestPlayerBase { /** * Test normal swap */ @Test public void testAuraSwap1() { addCard(Zone.BATTLEFIELD, playerA, "Island", 5); // Enchanted creature has flying. // Aura swap {2}{U} addCard(Zone.HAND, playerA, "Arcanum Wings"); // {1}{U} // Enchant creature // Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.) addCard(Zone.HAND, playerA, "Eldrazi Conscription"); // {8} addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Arcanum Wings", "Silvercoat Lion"); activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Aura swap"); setStopAt(1, PhaseStep.END_TURN); execute(); assertHandCount(playerA, "Arcanum Wings", 1); assertPermanentCount(playerA, "Eldrazi Conscription", 1); assertPowerToughness(playerA, "Silvercoat Lion", 12, 12); } /** * Test swap canceled because enchantment disenchanted */ @Test public void testAuraSwap2() { addCard(Zone.BATTLEFIELD, playerA, "Island", 5); // Enchanted creature has flying. // Aura swap {2}{U} addCard(Zone.HAND, playerA, "Arcanum Wings"); // {1}{U} // Enchant creature // Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents.) addCard(Zone.HAND, playerA, "Eldrazi Conscription"); // {8} addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion"); addCard(Zone.BATTLEFIELD, playerB, "Plains", 2); addCard(Zone.HAND, playerB, "Disenchant"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Arcanum Wings", "Silvercoat Lion"); activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Aura swap"); castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "Disenchant", "Arcanum Wings", "Aura swap"); setStopAt(1, PhaseStep.END_TURN); execute(); assertGraveyardCount(playerB, "Disenchant", 1); assertGraveyardCount(playerA, "Arcanum Wings", 1); assertPermanentCount(playerA, "Eldrazi Conscription", 0); assertHandCount(playerA, "Eldrazi Conscription", 1); assertPowerToughness(playerA, "Silvercoat Lion", 2, 2); } }