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package org.mage.test.cards.abilities.keywords;
import mage.cards.Card;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.filter.Filter;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author levelX2
*/
public class MorphTest extends CardTestPlayerBase {
/**
* Tests if a creature with Morph is cast normal, it behaves as normal
* creature
*
*/
@Test
public void testCastMorphCreatureWithoutMorph() {
/*
Pine Walker
Creature - Elemental
5/5
Morph {4}{G} (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever Pine Walker or another creature you control is turned face up, untap that creature.
*/
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "No"); // cast it normal as 5/5
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Pine Walker", 1);
assertPowerToughness(playerA, "Pine Walker", 5, 5);
}
/**
* Cast the creature face down as a 2/2
*/
@Test
public void testCastFaceDown() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "", 1);
assertPowerToughness(playerA, "", 2, 2);
}
/**
* Test triggered turn face up ability of Pine Walker
*/
@Test
public void testTurnFaceUpTrigger() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
attack(3, playerA, "");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertLife(playerB, 18);
assertPermanentCount(playerA, "", 0);
assertPermanentCount(playerA, "Pine Walker", 1);
assertPowerToughness(playerA, "Pine Walker", 5, 5);
assertTapped("Pine Walker", false);
}
/**
* Test that the triggered "turned face up" ability of Pine Walker does not
* trigger as long as Pine Walker is not turned face up.
*
*/
@Test
public void testDoesNotTriggerFaceDown() {
// Whenever Pine Walker or another creature you control is turned face up, untap that creature.
addCard(Zone.HAND, playerA, "Pine Walker");
// When Icefeather Aven is turned face up, you may return another target creature to its owner's hand.
addCard(Zone.HAND, playerA, "Icefeather Aven");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Icefeather Aven", NO_TARGET, "Pine Walker", StackClause.WHILE_NOT_ON_STACK);
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
attack(3, playerA, "");
attack(3, playerA, "");
activateAbility(3, PhaseStep.DECLARE_BLOCKERS, playerA, "{1}{G}{U}: Turn this face-down permanent face up.");
setChoice(playerA, "No"); // Don't use return permanent to hand effect
setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 16);
assertHandCount(playerA, "Pine Walker", 0);
assertHandCount(playerA, "Icefeather Aven", 0);
assertPermanentCount(playerA, "", 1);
assertPermanentCount(playerA, "Icefeather Aven", 1);
assertTapped("Icefeather Aven", true);
}
/**
* Test that Morph creature do not trigger abilities with their face up
* attributes
*
*/
@Test
public void testMorphedRemovesAttributesCreature() {
// Ponyback Brigade {3}{R}{W}{B}
// Creature - Goblin Warrior
// 2/2
// When Ponyback Brigade enters the battlefield or is turned face up, put three 1/1 red Goblin creature tokens onto the battlefield.
// Morph {2}{R}{W}{B}(You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
addCard(Zone.HAND, playerA, "Ponyback Brigade");
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2);
addCard(Zone.BATTLEFIELD, playerB, "Soldier of the Pantheon", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ponyback Brigade");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20); // and not 21
assertPermanentCount(playerA, "", 1);
assertPermanentCount(playerB, "Soldier of the Pantheon", 1);
}
/**
* Test to copy a morphed 2/2 creature
*
*/
@Test
public void testCopyAMorphedCreature() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Clever Impersonator {2}{U}{U}
// Creature - Shapeshifter
// 0/0
// You may have Clever Impersonator enter the battlefield as a copy of any nonland permanent on the battlefield.
addCard(Zone.HAND, playerB, "Clever Impersonator", 1);
addCard(Zone.BATTLEFIELD, playerB, "Island", 4);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Clever Impersonator");
setChoice(playerB, "Yes"); // use to copy a nonland permanent
addTarget(playerB, ""); // Morphed creature
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20);
assertPermanentCount(playerA, "", 1);
assertPowerToughness(playerA, "", 2, 2);
assertPermanentCount(playerB, "", 1);
assertPowerToughness(playerB, "", 2, 2);
}
/**
*
*
*/
@Test
public void testPineWalkerWithUnboostEffect() {
// Morph {4}{G}
// Whenever Pine Walker or another creature you control is turned face up, untap that creature.
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 8);
// Doomwake Giant {4}{B}
// Creature - Giant
// 4/6
// Constellation - When Doomwake Giant or another enchantment enters the battlefield under your control, creatures your opponents control get -1/-1 until end of turn.
addCard(Zone.HAND, playerB, "Doomwake Giant", 1);
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 5);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Doomwake Giant");
// activateAbility(2, PhaseStep.POSTCOMBAT_MAIN, playerA, "{2}{R}{W}{B}: Turn this face-down permanent face up.");
activateAbility(2, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
setStopAt(2, PhaseStep.END_TURN);
execute();
assertLife(playerB, 20);
assertHandCount(playerA, "Pine Walker", 0);
assertHandCount(playerB, "Doomwake Giant", 0);
assertPermanentCount(playerA, "", 0);
assertPermanentCount(playerB, "Doomwake Giant", 1);
assertPermanentCount(playerA, "Pine Walker", 1);
assertPowerToughness(playerA, "Pine Walker", 4, 4);
}
/**
* If a morph is on the table and an enemy Doomwake Giant comes down, the
* morph goes down to 1/1 correctly. If you unmorph the 2/2 and is also a
* 2/2 after umorphing, the morph will be erroneously reduced to 0/0 and
* die.
*
*/
@Test
public void testDoomwakeGiantEffect() {
addCard(Zone.HAND, playerA, "Ponyback Brigade");
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 6);
addCard(Zone.BATTLEFIELD, playerA, "Plains", 6);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 6);
// Doomwake Giant {4}{B}
// Creature - Giant
// 4/6
// Constellation - When Doomwake Giant or another enchantment enters the battlefield under your control, creatures your opponents control get -1/-1 until end of turn.
addCard(Zone.HAND, playerB, "Doomwake Giant", 1);
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 5);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ponyback Brigade");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Doomwake Giant");
activateAbility(2, PhaseStep.POSTCOMBAT_MAIN, playerA, "{2}{R}{W}{B}: Turn this face-down permanent face up.");
setStopAt(2, PhaseStep.END_TURN);
execute();
assertLife(playerB, 20);
assertHandCount(playerA, "Ponyback Brigade", 0);
assertHandCount(playerB, "Doomwake Giant", 0);
assertPermanentCount(playerA, "", 0);
assertPermanentCount(playerA, "Goblin", 3);
assertPowerToughness(playerA, "Goblin", 1, 1, Filter.ComparisonScope.Any);
assertPermanentCount(playerB, "Doomwake Giant", 1);
assertPermanentCount(playerA, "Ponyback Brigade", 1);
assertPowerToughness(playerA, "Ponyback Brigade", 1, 1);
}
/**
* Clone a Morph creature that was cast face down and meanwhile was turned
* face up
*
*/
@Test
public void testCloneFaceUpMorphEffect() {
// Sagu Mauler 6/6 - Creature - Beast
// Trample, hexproof
// Morph {3}{G}{B} (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
addCard(Zone.HAND, playerA, "Sagu Mauler");
addCard(Zone.HAND, playerA, "Clone");
addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sagu Mauler");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{3}{G}{U}: Turn this face-down permanent face up.");
castSpell(5, PhaseStep.PRECOMBAT_MAIN, playerA, "Clone");
setChoice(playerA, "Sagu Mauler");
setStopAt(5, PhaseStep.END_COMBAT);
execute();
assertLife(playerB, 20);
assertHandCount(playerA, "Sagu Mauler", 0);
assertHandCount(playerA, "Clone", 0);
assertPermanentCount(playerA, "Sagu Mauler", 2);
assertPowerToughness(playerA, "Sagu Mauler", 6, 6, Filter.ComparisonScope.Any);
}
/**
* Check that you can't counter a creature cast for it morph costs with
* Disdainful Stroke if it's normal cmc > 3
*
*/
@Test
public void testCounterCastWithMorphEffect() {
// Sagu Mauler 6/6 - Creature - Beast
// Trample, hexproof
// Morph {3}{G}{B} (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
addCard(Zone.HAND, playerA, "Sagu Mauler");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
// Disdainful Stroke {1}{U}
// Instant
// Counter target spell with converted mana cost 4 or greater.
addCard(Zone.HAND, playerB, "Disdainful Stroke");
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sagu Mauler");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Disdainful Stroke", "Sagu Mauler");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20);
assertHandCount(playerA, "Sagu Mauler", 0);
assertHandCount(playerB, "Disdainful Stroke", 1); // can't be cast
assertPermanentCount(playerA, "", 1);
}
/**
* Check that an effect like "Target creature and all other creatures with
* the same name" does only effect one face down creature, also if multiple
* on the battlefield. Because they have no name, they don't have the same
* name.
*
*/
@Test
public void testEchoingDecaySameNameEffect() {
// Sagu Mauler 6/6 - Creature - Beast
// Trample, hexproof
// Morph {3}{G}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
addCard(Zone.HAND, playerA, "Sagu Mauler", 2);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 6);
// Echoing Decay {1}{B}
// Instant
// Target creature and all other creatures with the same name as that creature get -2/-2 until end of turn.
addCard(Zone.HAND, playerB, "Echoing Decay");
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sagu Mauler");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sagu Mauler", NO_TARGET, "Sagu Mauler", StackClause.WHILE_NOT_ON_STACK);
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Echoing Decay", "");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20);
assertHandCount(playerA, "Sagu Mauler", 0);
assertHandCount(playerB, "Echoing Decay", 0);
assertPermanentCount(playerA, "", 1);
}
/**
* I played a Akroma, Angel of Fury face down, and my opponent tried to
* counter it. The counter failed and Akroma face successfully play face
* down, when it should have been countered. (The card text on akroma should
* not prevent her from being countered).
*/
@Test
public void testRuleModifyingEffectsFromManifestedCardWontBeAppliedAbilities() {
addCard(Zone.HAND, playerA, "Akroma, Angel of Fury", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerB, "Counterspell", 1);
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Akroma, Angel of Fury");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Counterspell", "Akroma, Angel of Fury");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20);
assertGraveyardCount(playerB, "Counterspell", 1);
assertGraveyardCount(playerA, "Akroma, Angel of Fury", 1);
}
/**
* Check if a face down Morph creature gets exiled, it will be face up in
* exile zone.
*/
@Test
public void testExileFaceDownCreature() {
addCard(Zone.HAND, playerA, "Birchlore Rangers", 1);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Swords to Plowshares", 1);
addCard(Zone.BATTLEFIELD, playerB, "Plains", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Birchlore Rangers");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Swords to Plowshares", "");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 22); // + 2 from Swords to Plowshares
assertLife(playerB, 20);
assertGraveyardCount(playerB, "Swords to Plowshares", 1);
assertExileCount("Birchlore Rangers", 1);
for (Card card : currentGame.getExile().getAllCards(currentGame)) {
if (card.getName().equals("Birchlore Rangers")) {
Assert.assertEquals("Birchlore Rangers has to be face up in exile", false, card.isFaceDown(currentGame));
break;
}
}
}
/**
* Check that a DiesTriggeredAbility of a creature does not trigger if the
* creature dies face down
*/
@Test
public void testDiesTriggeredDoesNotTriggerIfFaceDown() {
// Flying
// When Ashcloud Phoenix dies, return it to the battlefield face down.
// Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
// When Ashcloud Phoenix is turned face up, it deals 2 damage to each player.
addCard(Zone.HAND, playerA, "Ashcloud Phoenix", 1);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Lightning Bolt", 1);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ashcloud Phoenix");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", "");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerB, "Lightning Bolt", 1);
assertGraveyardCount(playerA, "Ashcloud Phoenix", 1);
for (Card card : playerA.getGraveyard().getCards(currentGame)) {
if (card.getName().equals("Ashcloud Phoenix")) {
Assert.assertEquals("Ashcloud Phoenix has to be face up in graveyard", false, card.isFaceDown(currentGame));
break;
}
}
}
/**
* Check that a DiesTriggeredAbility of a creature does not trigger if the
* creature dies face down in combat
*/
@Test
public void testDiesTriggeredDoesNotTriggerInCombatIfFaceDown() {
// Flying
// When Ashcloud Phoenix dies, return it to the battlefield face down.
// Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
// When Ashcloud Phoenix is turned face up, it deals 2 damage to each player.
addCard(Zone.HAND, playerA, "Ashcloud Phoenix", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// First strike, forestwalk, vigilance
// (This creature deals combat damage before creatures without first strike, it can't be blocked as long as defending player controls a Forest, and attacking doesn't cause this creature to tap.)
addCard(Zone.BATTLEFIELD, playerB, "Mirri, Cat Warrior");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ashcloud Phoenix");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
attack(2, playerB, "Mirri, Cat Warrior");
block(2, playerA, "", "Mirri, Cat Warrior");
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertGraveyardCount(playerA, "Ashcloud Phoenix", 1);
for (Card card : playerA.getGraveyard().getCards(currentGame)) {
if (card.getName().equals("Ashcloud Phoenix")) {
Assert.assertEquals("Ashcloud Phoenix has to be face up in graveyard", false, card.isFaceDown(currentGame));
break;
}
}
assertLife(playerA, 20);
assertLife(playerB, 20);
}
/**
* Supplant Form does not work correctly with morph creatures. If you bounce
* and copy a face-down morph, the created token should be a colorless 2/2,
* but the token created is instead the face-up of what the morph creature
* was.
*/
@Test
public void testSupplantFormWithMorphedCreature() {
addCard(Zone.HAND, playerA, "Akroma, Angel of Fury", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Return target creature to its owner's hand. You put a token onto the battlefield that's a copy of that creature
addCard(Zone.HAND, playerB, "Supplant Form", 1);
addCard(Zone.BATTLEFIELD, playerB, "Island", 6);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Akroma, Angel of Fury");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Supplant Form", "");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 20);
assertGraveyardCount(playerB, "Supplant Form", 1);
assertHandCount(playerA, "Akroma, Angel of Fury", 1);
assertPermanentCount(playerB, "Akroma, Angel of Fury", 0);
assertPermanentCount(playerB, "", 1);
assertPowerToughness(playerB, "", 2, 2);
}
/**
* Dragonlord Kolaghan passive of 10 damage works when you play a morph
* creature and it isn't suposed to. Because it is nameless.
*/
@Test
public void testDragonlordKolaghan() {
addCard(Zone.GRAVEYARD, playerA, "Akroma, Angel of Fury", 1);
addCard(Zone.HAND, playerA, "Akroma, Angel of Fury", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Flying, haste
// Other creatures you control have haste.
// Whenever an opponent casts a creature or planeswalker spell with the same name as a card in his or her graveyard, that player loses 10 life.
addCard(Zone.BATTLEFIELD, playerB, "Dragonlord Kolaghan", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Akroma, Angel of Fury");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertPermanentCount(playerA, "", 1);
}
/**
* Linvala, Keep of Silence is preventing morph creatures from turning face up.
* Turning face up is a special ability not an active ability.
* This should not be prevented by the loss of active abilities.
*/
@Test
public void testTurnFaceUpWithLinvala() {
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
/*
Linvala, Keeper of Silence {2}{W}{W}
Legendary Creature - Angel 3/4
Flying
Activated abilities of creatures your opponents control can't be activated.
*/
addCard(Zone.BATTLEFIELD, playerB, "Linvala, Keeper of Silence", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
attack(3, playerA, "");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertLife(playerB, 18);
assertPermanentCount(playerA, "", 0);
assertPermanentCount(playerA, "Pine Walker", 1);
assertPowerToughness(playerA, "Pine Walker", 5, 5);
assertTapped("Pine Walker", false);
}
/**
* Reflector Mage bouncing a creature that can be played as a morph should
* not prevent the card from being replayed as a morph. Morph creatures are
* nameless.
*
* Reported bug: Face-up morph creatures that are bounced by Reflector Mage
* should be able to be replayed as morphs without the "until the next turn"
* restriction."
*/
@Test
public void testReflectorMageBouncesFaceupCreatureReplayAsMorph() {
// {1}{W}{U} When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
// That creature's owner can't cast spells with the same name as that creature until your next turn.
addCard(Zone.HAND, playerA, "Reflector Mage"); // 2/3
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
//Tap: Add {G}, {U}, or {R} to your mana pool.
// Morph 2 (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
// When Rattleclaw Mystic is turned face up, add {G}{U}{R} to your mana pool.
addCard(Zone.BATTLEFIELD, playerB, "Rattleclaw Mystic"); // 2/1
addCard(Zone.BATTLEFIELD, playerB, "Forest");
addCard(Zone.BATTLEFIELD, playerB, "Island");
addCard(Zone.BATTLEFIELD, playerB, "Mountain");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reflector Mage");
addTarget(playerA, "Rattleclaw Mystic");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Rattleclaw Mystic");
setChoice(playerB, "Yes"); // cast it face down as 2/2 creature
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Reflector Mage", 1);
assertPermanentCount(playerB, "Rattleclaw Mystic", 0);
assertHandCount(playerB, "Rattleclaw Mystic", 0); // should have been replayed
assertPermanentCount(playerB, "", 1); // Rattleclaw played as a morph
}
/**
* Reflector Mage bouncing a creature that can be played as a morph should
* not prevent the card from being replayed as a morph. Morph creatures are
* nameless.
*
* Reported bug: Face-up morph creatures that are bounced by Reflector Mage
* should be able to be replayed as morphs without the "until the next turn"
* restriction."
*
* Testing bouncing a face-down creature played next turn face-up.
*/
@Test
public void testReflectorMageBouncesMorphCreatureReplayAsFaceup() {
//Tap: Add {G}, {U}, or {R} to your mana pool.
// Morph 2 (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its morph cost.)
// When Rattleclaw Mystic is turned face up, add {G}{U}{R} to your mana pool.
addCard(Zone.HAND, playerA, "Rattleclaw Mystic"); // 2/1
addCard(Zone.BATTLEFIELD, playerA, "Forest");
addCard(Zone.BATTLEFIELD, playerA, "Island");
addCard(Zone.BATTLEFIELD, playerA, "Mountain");
// {1}{W}{U} When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
// That creature's owner can't cast spells with the same name as that creature until your next turn.
addCard(Zone.HAND, playerB, "Reflector Mage"); // 2/3
addCard(Zone.BATTLEFIELD, playerB, "Plains", 2);
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Rattleclaw Mystic");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Reflector Mage");
addTarget(playerB, "");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Rattleclaw Mystic");
setChoice(playerA, "No"); // cast it face down as 2/2 creature
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerB, "Reflector Mage", 1);
assertPermanentCount(playerA, "Rattleclaw Mystic", 1);
assertHandCount(playerA, "Rattleclaw Mystic", 0); // should have been replayed faceup
}
}