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package org.mage.test.cards.abilities.keywords;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.counters.CounterType;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class ProliferateTest extends CardTestPlayerBase {
/**
* Volt Charge {2}{R} Instant Volt Charge deals 3 damage to target creature
* or player. Proliferate. (You choose any number of permanents and/or
* players with counters on them, then give each another counter of a kind
* already there.)
*/
@Test
public void testCastFromHandMovedToExile() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.BATTLEFIELD, playerA, "Chandra, Pyromaster"); // starts with 4 loyality counters
addCard(Zone.HAND, playerA, "Volt Charge");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Volt Charge", playerB);
addTarget(playerA, "Chandra, Pyromaster");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerB, 17);
assertGraveyardCount(playerA, "Volt Charge", 1);
assertCounterCount("Chandra, Pyromaster", CounterType.LOYALTY, 5); // 4 + 1 from proliferate
}
/**
* Counters aren't cancelling each other out. Reproducible with any creature
* (graft and bloodthirst in my case) with a single +1/+1 counter on it,
* with a single -1/-1 placed on it (Grim Affliction, Instill Infection,
* etc). The counters should cancel each other out, leaving neither on the
* creature, which they don't (though visually there aren't any counters
* sitting on the card). Triggering proliferate at any point now (Thrumming
* Bird, Steady Progress, etc) will give you the option to add another of
* either counter, where you shouldn't have any as an option.
*/
@Test
public void testValidTargets() {
addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion");
// Put a +1/+1 counter on target creature.
addCard(Zone.HAND, playerA, "Battlegrowth"); // {G}
// Proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
// Draw a card.
addCard(Zone.HAND, playerA, "Steady Progress"); // {U}{2}
addCard(Zone.BATTLEFIELD, playerB, "Sporeback Troll"); // has two +1/+1 counter
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 3);
// Put a -1/-1 counter on target creature, then proliferate.
addCard(Zone.HAND, playerB, "Grim Affliction"); // {B}{2}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Battlegrowth", "Silvercoat Lion");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "Grim Affliction", "Silvercoat Lion");
// proliferate Sporeback Troll
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerA, "Steady Progress");
// Silvercoat Lion may not be a valid target now
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Battlegrowth", 1);
assertGraveyardCount(playerA, "Steady Progress", 1);
assertGraveyardCount(playerB, "Grim Affliction", 1);
assertCounterCount("Silvercoat Lion", CounterType.P1P1, 0); // no valid target because no counter
assertCounterCount("Sporeback Troll", CounterType.P1P1, 3); // 2 + 1 from proliferate
assertPowerToughness(playerB, "Sporeback Troll", 3, 3);
}
}