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package org.mage.test.cards.abilities.oneshot.counter;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class MovingCounterTest extends CardTestPlayerBase {
/**
* I'm having an issue when using Bioshift to move only a portion of
* counters to another creature. When I attempt to do this, it moves all of
* the counters (and in some cases with my Simic deck) kills the creature.
*/
@Test
public void testCantBeCounteredNormal() {
addCard(Zone.BATTLEFIELD, playerA, "Forest", 6);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
// Move any number of +1/+1 counters from target creature onto another target creature with the same controller.
addCard(Zone.HAND, playerA, "Bioshift", 1);
// Protean Hydra enters the battlefield with X +1/+1 counters on it.
// If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
// Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.
addCard(Zone.HAND, playerA, "Protean Hydra", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Protean Hydra");
setChoice(playerA, "X=4");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Bioshift", "Protean Hydra^Silvercoat Lion");
setChoice(playerA, "X=2");
setStopAt(2, PhaseStep.UPKEEP);
execute();
assertGraveyardCount(playerA, "Bioshift", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 1);
assertPowerToughness(playerA, "Silvercoat Lion", 4, 4); // added 2 counters
assertPermanentCount(playerA, "Protean Hydra", 1);
assertPowerToughness(playerA, "Protean Hydra", 6, 6); // started with 4, removed 2, added 4 at end = 6
}
/**
* I'm having an issue when using Bioshift to move only a portion of
* counters to another creature. When I attempt to do this, it moves all of
* the counters (and in some cases with my Simic deck) kills the creature.
*/
@Test
public void testFateTransfer() {
addCard(Zone.BATTLEFIELD, playerA, "Forest", 4);
// Noxious Hatchling enters the battlefield with four -1/-1 counters on it.
// Wither (This deals damage to creatures in the form of -1/-1 counters.)
// Whenever you cast a black spell, remove a -1/-1 counter from Noxious Hatchling.
// Whenever you cast a green spell, remove a -1/-1 counter from Noxious Hatchling.
addCard(Zone.HAND, playerA, "Noxious Hatchling", 1);// 6/6
addCard(Zone.BATTLEFIELD, playerA, "Ruin Processor", 1); // Creature 7/8
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
// Move all counters from target creature onto another target creature.
addCard(Zone.HAND, playerB, "Fate Transfer", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Noxious Hatchling");
castSpell(1, PhaseStep.BEGIN_COMBAT, playerB, "Fate Transfer", "Noxious Hatchling^Ruin Processor");
setStopAt(1, PhaseStep.END_COMBAT);
execute();
assertGraveyardCount(playerB, "Fate Transfer", 1);
assertPowerToughness(playerA, "Noxious Hatchling", 6, 6);
assertPowerToughness(playerA, "Ruin Processor", 3, 4);
}
/**
* The card Leech Bonder (or the token mechanic) doesn't seem to work quite
* as intended. If moving a -1/-1 counter from the Leech Bonder onto an
* enemy creature with 1/1 the creature stays as a 1/1 with the token being
* displayed on it. Going by the rules the creature should have 0/0 and thus
* be put into the graveyard.
*/
@Test
public void testLeechBonder() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
// Leech Bonder enters the battlefield with two -1/-1 counters on it.
// {U}, {untap}: Move a counter from target creature onto another target creature.
addCard(Zone.HAND, playerA, "Leech Bonder", 1);// Creature 3/3 - {2}{U}
addCard(Zone.BATTLEFIELD, playerB, "Ley Druid", 1); // 1/1
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Leech Bonder");
attack(3, playerA, "Leech Bonder");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{U},", "Leech Bonder");
addTarget(playerA, "Ley Druid");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertLife(playerB, 19);
assertGraveyardCount(playerB, "Ley Druid", 1);
assertPowerToughness(playerA, "Leech Bonder", 2, 2);
}
}