/* * 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.counterspell; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class ResetTest extends CardTestPlayerBase { /** * I was playing a game against Show and Tell with the deck Solidarity (or * Reset High Tide) and xmage would not allow me to play Reset costing me * the match. * * I suspect it may be a timing issue because of Resets odd wording * preventing it from being played on the opponents upkeep. * * It was working in the previous build so this issue surprised me. */ @Test public void testResetDoesWork() { addCard(Zone.HAND, playerA, "Lightning Bolt"); addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1); addCard(Zone.BATTLEFIELD, playerB, "Island", 2, true); addCard(Zone.BATTLEFIELD, playerB, "Island", 2); // Cast Reset only during an opponent's turn after his or her upkeep step. // Untap all lands you control. addCard(Zone.HAND, playerB, "Reset"); // Counter target spell. // Draw a card. addCard(Zone.HAND, playerB, "Dismiss"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", playerB); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Reset"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Dismiss", "Lightning Bolt"); setStopAt(1, PhaseStep.END_TURN); execute(); assertLife(playerA, 20); assertLife(playerB, 20); assertGraveyardCount(playerA, "Lightning Bolt", 1); assertGraveyardCount(playerB, "Reset", 1); assertGraveyardCount(playerB, "Dismiss", 1); assertHandCount(playerB, 1); } @Test public void testResetDoesNotWork() { addCard(Zone.BATTLEFIELD, playerA, "Island", 2); addCard(Zone.BATTLEFIELD, playerA, "Island", 2); // Cast Reset only during an opponent's turn after his or her upkeep step. // Untap all lands you control. addCard(Zone.HAND, playerA, "Reset"); // Counter target spell. // Draw a card. addCard(Zone.HAND, playerA, "Dismiss"); // {2}{U}{U} addCard(Zone.HAND, playerA, "Lumengrid Warden"); // {1}{U} 1/3 addCard(Zone.HAND, playerB, "Lightning Bolt"); addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lumengrid Warden"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", playerA); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reset"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dismiss", "Lightning Bolt"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Lumengrid Warden", 1); assertGraveyardCount(playerB, "Lightning Bolt", 1); assertHandCount(playerA, "Reset", 1); assertHandCount(playerA, "Dismiss", 1); assertLife(playerB, 20); assertLife(playerA, 17); } }