/* * 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; /** * * @author LevelX2 */ public class UnearthTest extends CardTestPlayerBase { /** * Hellspark Elemental (and probably other cards with the unearth ability) - If I unearth the elemental, * attack, and then go to the end of my turn both the "sacrifice" and "exile" clauses will trigger and * the game will ask me which one I want to put on the stack first. If I choose "sacrifice" first and * "exile" second, all good, the exile part resolves first and the elemental is exiled, the sacrifice * part does nothing afterwards. But if I choose "exile" first and "sacrifice" second then the elemental * will be sacrificed and placed on my graveyard and after that the "exile" resolves but does nothing, as * I'm guessing it can't "find" the elemental anymore and so it stays in my graveyard, despite the fact * that because I use its unearth ability it should always be exiled once leaving the battlefield no matter what. * The bug should be easy to reproduce if following the order I mention above (click the exile part, * so the sacrifice goes on the top of the stack). */ @Test public void testUnearthAttackExile() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2); // 3/1 - Trample, haste // At the beginning of the end step, sacrifice Hellspark Elemental. // Unearth {1}{R} ({1}{R}: Return this card from your graveyard to the battlefield. // It gains haste. Exile it at the beginning of the next end step or if it would // leave the battlefield. Unearth only as a sorcery.) addCard(Zone.GRAVEYARD, playerA, "Hellspark Elemental", 1); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Unearth"); attack(1, playerA, "Hellspark Elemental"); setStopAt(2, PhaseStep.UNTAP); execute(); assertGraveyardCount(playerA, "Hellspark Elemental", 0); assertLife(playerB, 17); assertPermanentCount(playerA, "Hellspark Elemental", 0); assertExileCount("Hellspark Elemental", 1); } /** * Reported bug: Cards with unearth (e.g. Undead Leotau) are currently bugged. When you bring a creature back from the graveyard * with unearth, it [should] get exiled at end of turn normally, [but instead] a copy of the card stays on the battlefield * under your control permanently. */ @Test public void testUndeadLeotau() { //{R}: Undead Leotau gets +1/-1 until end of turn. // Unearth {2}{B} addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3); addCard(Zone.GRAVEYARD, playerA, "Undead Leotau", 1); // 3/4 activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Unearth"); attack(1, playerA, "Undead Leotau"); setStopAt(2, PhaseStep.UNTAP); execute(); assertGraveyardCount(playerA, "Undead Leotau", 0); assertLife(playerB, 17); assertPermanentCount(playerA, "Undead Leotau", 0); assertExileCount("Undead Leotau", 1); } }