/* * 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 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); } }