/* * 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.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); } }