/* * 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; /** * * 702.52. Transmute * * 702.52a Transmute is an activated ability that functions only while the card * with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], * Discard this card: Search your library for a card with the same converted * mana cost as the discarded card, reveal that card, and put it into your hand. * Then shuffle your library. Play this ability only any time you could play a * sorcery.” * * 702.52b Although the transmute ability is playable only if the card is in a * player’s hand, it continues to exist while the object is in play and in all * other zones. Therefore objects with transmute will be affected by effects * that depend on objects having one or more activated abilities. * * @author LevelX2 */ public class TransmuteTest extends CardTestPlayerBase { @Test public void searchSimpleOneManaCmcSpell() { addCard(Zone.BATTLEFIELD, playerA, "Island", 3); // Target creature gets -3/-0 until end of turn. // Transmute {1}{U}{U} addCard(Zone.HAND, playerA, "Dizzy Spell"); addCard(Zone.LIBRARY, playerA, "Lightning Bolt"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Transmute {1}{U}{U}"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerA, "Dizzy Spell", 1); assertHandCount(playerA, "Lightning Bolt", 1); } @Test public void searchSplittedCardOneManaCmcSpell() { addCard(Zone.BATTLEFIELD, playerA, "Island", 3); // Target creature gets -3/-0 until end of turn. // Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.) addCard(Zone.HAND, playerA, "Dizzy Spell"); // Instant {U} // Wear {1}{R} // Destroy target artifact. // Tear {W} // Destroy target enchantment. addCard(Zone.LIBRARY, playerA, "Wear // Tear"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Transmute {1}{U}{U}"); setChoice(playerA, "Wear // Tear"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerA, "Dizzy Spell", 1); assertHandCount(playerA, "Wear // Tear", 0); } @Test public void searchSplittedCardThreeManaCmcSpell() { addCard(Zone.BATTLEFIELD, playerA, "Island", 2); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); // Counter target spell unless its controller discards his or her hand. // Transmute {1}{U}{B} addCard(Zone.HAND, playerA, "Perplex"); // Instant {1}{U}{B} // Wear {1}{R} // Destroy target artifact. // Tear {W} // Destroy target enchantment. addCard(Zone.LIBRARY, playerA, "Wear // Tear"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Transmute {1}{U}{B}"); setChoice(playerA, "Wear // Tear"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerA, "Perplex", 1); assertHandCount(playerA, "Wear // Tear", 1); } }