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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;
/**
*
* @author LevelX2
*/
public class CyclingTest extends CardTestPlayerBase {
/**
* 702.28. Cycling 702.28a Cycling is an activated ability that functions
* only while the card with cycling is in a player’s hand. “Cycling [cost]”
* means “[Cost], Discard this card: Draw a card.” 702.28b Although the
* cycling ability is playable only if the card is in a player’s hand, it
* continues to exist while the object is in play and in all other zones.
* Therefore objects with cycling will be affected by effects that depend on
* objects having one or more activated abilities. 702.28c Some cards with
* cycling have abilities that trigger when they’re cycled. “When you cycle
* [this card]” means “When you discard [this card] to pay a cycling cost.”
* These abilities trigger from whatever zone the card winds up in after
* it’s cycled. 702.28d Typecycling is a variant of the cycling ability.
* “[Type]cycling [cost]” means “[Cost], Discard this card: Search your
* library for a [type] card, reveal it, and put it into your hand. Then
* shuffle your library.” This type is usually a subtype (as in
* “mountaincycling”) but can be any card type, subtype, supertype, or
* combination thereof (as in “basic landcycling”). 702.28e Typecycling
* abilities are cycling abilities, and typecycling costs are cycling costs.
* Any cards that trigger when a player cycles a card will trigger when a
* card is discarded to pay a typecycling cost. Any effect that stops
* players from cycling cards will stop players from activating cards’
* typecycling abilities. Any effect that increases or reduces a cycling
* cost will increase or reduce a typecycling cost.
*/
@Test
public void cycleAndTriggerTest() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
// Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
// Cycling {3}{B}{B}
// When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
addCard(Zone.HAND, playerA, "Decree of Pain");
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling {3}{B}{B}");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertHandCount(playerA, 1);
assertGraveyardCount(playerA, "Decree of Pain", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 0);
assertPermanentCount(playerB, "Pillarfield Ox", 1);
assertPowerToughness(playerB, "Pillarfield Ox", 0, 2);
}
/**
* Cycle from graveyard or battlefield may not work
*/
@Test
public void cycleFromGraveyard() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 5);
// Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
// Cycling {3}{B}{B}
// When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
addCard(Zone.GRAVEYARD, playerA, "Decree of Pain");
// Protection from black
// Cycling {2} ({2}, Discard this card: Draw a card.)
addCard(Zone.BATTLEFIELD, playerB, "Disciple of Grace");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling {3}{B}{B}");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Cycling {2}");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertHandCount(playerA, 0);
assertHandCount(playerB, 0);
assertGraveyardCount(playerA, "Decree of Pain", 1);
assertPermanentCount(playerB, "Disciple of Grace", 1);
}
/**
* Type cycling for sliver
*/
@Test
public void cycleFromHomingSliver() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
// Each Sliver card in each player's hand has slivercycling {3}.
addCard(Zone.BATTLEFIELD, playerA, "Homing Sliver");
// All Sliver creatures have flying.
addCard(Zone.HAND, playerA, "Winged Sliver");
addCard(Zone.LIBRARY, playerA, "Horned Sliver");
addCard(Zone.LIBRARY, playerA, "Silvercoat Lion", 10);
skipInitShuffling();
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Slivercycling {3}");
addTarget(playerA, "Horned Sliver");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertHandCount(playerA, 1);
assertGraveyardCount(playerA, "Winged Sliver", 1);
assertHandCount(playerA, "Horned Sliver", 1); // searched by slivercyclibng
}
@Test
public void cycleWithNewPerspectives() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
// When New Perspectives enters the battlefield, draw three cards.
// As long as you have seven or more cards in hand, you may pay {0} rather than pay cycling costs.
addCard(Zone.HAND, playerA, "New Perspectives"); // Enchantment {5}{U}
// Destroy all artifacts, creatures, and enchantments.
// Cycling ({3}, Discard this card: Draw a card.)
addCard(Zone.HAND, playerA, "Akroma's Vengeance");
addCard(Zone.HAND, playerA, "Island", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "New Perspectives");
activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Cycling");
setChoice(playerA, "Yes");
setStopAt(1, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerA, "Akroma's Vengeance", 1);
assertHandCount(playerA, 7);
}
@Test
public void cycleShadowOfTheGrave(){
addCard(Zone.HAND, playerA, "Darkwatch Elves", 1 );
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 20);
addCard(Zone.HAND, playerA, "Shadow of the Grave", 1);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Shadow of the Grave");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Darkwatch Elves", 0);
assertHandCount(playerA, "Darkwatch Elves", 1);
}
}