/* * 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; /** * @author LevelX2 */ public class DiscardTest extends CardTestPlayerBase { /* * If Rest in Peace is in play, every card going to the graveyard goes to exile instead. * If a card is discarded while Rest in Peace is on the battlefield, abilities that function * when a card is discarded (such as madness) still work, even though that card never reaches * a graveyard. */ @Test public void testRestInPeaceAndCycle() { addCard(Zone.BATTLEFIELD, playerA, "Forest", 1); addCard(Zone.HAND, playerA, "Tranquil Thicket"); addCard(Zone.BATTLEFIELD, playerB, "Rest in Peace", 1); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Cycling {G}"); //cycling ability setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertLife(playerA, 20); assertLife(playerB, 20); assertExileCount("Tranquil Thicket", 1); //exiled by Rest in Peace assertHandCount(playerA, "Tranquil Thicket", 0); //should be exiled assertHandCount(playerA, 1); // the card drawn by Cycling } @Test public void AmnesiaTest() { addCard(Zone.BATTLEFIELD, playerA, "Island", 20); addCard(Zone.HAND, playerA, "Shock"); addCard(Zone.HAND, playerA, "Shock"); addCard(Zone.HAND, playerA, "Amnesia"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Amnesia", playerA); setStopAt(1, PhaseStep.POSTCOMBAT_MAIN); execute(); assertHandCount(playerA, 0); } /** * With Bazaar of Baghdad, if you use it when you have no cards in hand, you * draw 2, it asks for you to discard 3, but you can't. So the game can't * progress and you lose on time. */ @Test public void testBazaarOfBaghdad() { // {T}: Draw two cards, then discard three cards. addCard(Zone.BATTLEFIELD, playerA, "Bazaar of Baghdad", 1); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}: Draw two cards, then discard three cards"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertLife(playerA, 20); assertLife(playerB, 20); assertHandCount(playerA, 0); assertGraveyardCount(playerA, 2); } }