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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 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);
}
}