/* * 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.other; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Ignore; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author jeffwadsworth */ public class AuratouchedMageTest extends CardTestPlayerBase { /** * Auratouched Mage Creature — Human Wizard 3/3, 5W When Auratouched Mage * enters the battlefield, search your library for an Aura card that could * enchant it. If Auratouched Mage is still on the battlefield, put that * Aura card onto the battlefield attached to it. Otherwise, reveal the Aura * card and put it into your hand. Then shuffle your library. * */ //If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice. @Ignore public void testAuratouchedMageEffectHasMadeIntoTypeArtifact() { //Any Aura card you find must be able to enchant Auratouched Mage as it currently exists, or as it most recently existed on the battlefield if it’s no //longer on the battlefield. If an effect has made the Mage an artifact, for example, you could search for an Aura with “enchant artifact.” //Expected result: An effect has made Auratouched Mage into an artifact upon entering the battlefield. An aura that only works on artifacts should work. addCard(Zone.BATTLEFIELD, playerA, "Plains", 7); addCard(Zone.BATTLEFIELD, playerA, "Island", 7); addCard(Zone.HAND, playerA, "Auratouched Mage"); //5W cost addCard(Zone.HAND, playerA, "Argent Mutation"); //2U cost. Target is an artifact until end of turn addCard(Zone.LIBRARY, playerA, "Relic Ward"); //Only enchants an artifact permanent castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Argent Mutation", "Auratouched Mage"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Auratouched Mage", 1); assertPermanentCount(playerA, "Relic Ward", 1); } @Test public void testGainsLegalAura() { // Expected result: Brainwash gets placed on Auratouched Mage addCard(Zone.BATTLEFIELD, playerA, "Plains", 7); addCard(Zone.HAND, playerA, "Auratouched Mage"); addCard(Zone.LIBRARY, playerA, "Brainwash");//legal aura for Auratouched Mage castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Auratouched Mage", 1); assertPermanentCount(playerA, "Brainwash", 1); } //If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice. @Test public void testAuratouchedMageNotOnBattlefield() { // Expected result: Auratouched Mage is exiled immediately after entering the battlefield, the legal aura (Brainwash) gets put into controller's hand addCard(Zone.BATTLEFIELD, playerA, "Plains", 7); addCard(Zone.HAND, playerA, "Auratouched Mage"); addCard(Zone.HAND, playerA, "Swords to Plowshares"); //exiles Auratouched Mage addCard(Zone.LIBRARY, playerA, "Brainwash"); //valid aura for Auratouched Mage addCard(Zone.LIBRARY, playerA, "Animate Wall"); //not a valid aura for the Auratouched Mage castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Swords to Plowshares", "Auratouched Mage"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Auratouched Mage", 0); assertPermanentCount(playerA, "Brainwash", 0); assertHandCount(playerA, "Brainwash", 1); assertLibraryCount(playerA, "Animate Wall", 1); } }