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package org.mage.test.cards.abilities.other;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class EndTurnEffectTest extends CardTestPlayerBase {
/**
* Additional bug: Days Undoing and Sphinx's Tutelage are broken. You
* shouldn't get triggers off of Tutelage, since the turn ends, but it has
* you resolve them in your cleanup step.
*
* http://tabakrules.tumblr.com/post/122350751009/days-undoing-has-been-officially-spoiled-on
*
*/
@Test
public void testSpellsAffinity() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
// Whenever you draw a card, target opponent puts the top two cards of his or her library into his or her graveyard. If they're both nonland cards that share a color, repeat this process.
// {5}{U}: Draw a card, then discard a card.
addCard(Zone.BATTLEFIELD, playerA, "Sphinx's Tutelage");
// Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn.
// (Exile all spells and abilities on the stack, including this card.
// Discard down to your maximum hand size. Damage wears off, and
// "this turn" and "until end of turn" effects end.)
addCard(Zone.HAND, playerA, "Day's Undoing"); //Sorcery {2}{U}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Day's Undoing");
setStopAt(2, PhaseStep.UPKEEP);
execute();
assertExileCount("Day's Undoing", 1);
assertHandCount(playerA, 7);
assertHandCount(playerB, 7);
assertGraveyardCount(playerB, 0); // because the triggers of Sphinx's Tutelage cease to exist
}
@Test
public void testSpellSplitCard() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion");
// End the turn.
// (Exile all spells and abilities on the stack, including this card.
// Discard down to your maximum hand size. Damage wears off, and
// "this turn" and "until end of turn" effects end.)
addCard(Zone.HAND, playerA, "Time Stop"); //Instant {4}{U}{U}
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
// Fire
// Fire deals 2 damage divided as you choose among one or two target creatures and/or players.
// Ice
// Tap target permanent. Draw a card.
addCard(Zone.HAND, playerB, "Fire // Ice"); // Instant {1}{R} // {1}{U}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Ice", "Silvercoat Lion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Time Stop", NO_TARGET, "Ice");
setStopAt(2, PhaseStep.UPKEEP);
execute();
assertHandCount(playerB, "Fire // Ice", 0);
assertExileCount(playerA, "Time Stop", 1);
assertExileCount(playerB, "Fire // Ice", 1);
assertTapped("Silvercoat Lion", false);
assertHandCount(playerA, 0);
assertHandCount(playerB, 0);
}
/**
* Test to remove a Aftermath card from spell
*/
@Test
public void testSpellAftermath() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
// Insult Sorcery {2}{R}
// Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
// Injury Sorcery {2}{R}
// Aftermath (Cast this spell only from your graveyard. Then exile it.)
// Injury deals 2 damage to target creature and 2 damage to target player.
addCard(Zone.GRAVEYARD, playerA, "Insult // Injury");
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
// End the turn.(Exile all spells and abilities on the stack. Discard down to your maximum hand size. Damage wears off, and \"this turn\" and \"until end of turn\" effects end.)
// At the beginning of your next end step, you lose the game.
addCard(Zone.HAND, playerB, "Glorious End"); //Instant {2}{R}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Injury", "Silvercoat Lion");
addTarget(playerA, playerB);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Glorious End", NO_TARGET, "Injury");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertExileCount(playerB, "Glorious End", 1);
assertGraveyardCount(playerA, "Insult // Injury", 0);
assertExileCount(playerA, "Insult // Injury", 1);
assertGraveyardCount(playerB, "Glorious End", 0);
assertHandCount(playerA, 0);
// TODO Check
assertHandCount(playerB, 1); // No idea why playerB has a mountain into hand
}
/**
* Test to end the turn by an ability
*/
@Test
public void testSundialOfTheInfinite() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, "Mountain", 10);
// {1}, {T}: End the turn. Activate this ability only during your turn.
addCard(Zone.HAND, playerA, "Sundial of the Infinite", 1); // Artifact {2}
addCard(Zone.BATTLEFIELD, playerB, "Plains", 2);
// Destroy target artifact or enchantment.
addCard(Zone.HAND, playerB, "Disenchant"); //Instant {1}{W}
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sundial of the Infinite");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Disenchant", "Sundial of the Infinite");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1},", NO_TARGET, "Disenchant");
setStopAt(2, PhaseStep.PRECOMBAT_MAIN);
execute();
assertExileCount(playerB, "Disenchant", 1);
assertPermanentCount(playerA, "Sundial of the Infinite", 1);
assertHandCount(playerA, 7); // Discard to maximum hand size
assertHandCount(playerB, 1); // 1 card drawn at start of 2nd turn
}
}