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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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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 BetaSteward
*/
public class NecromancyTest extends CardTestPlayerBase {
/**
* Necromancy Enchantment, 2B (3) You may cast Necromancy as though it had
* flash. If you cast it any time a sorcery couldn't have been cast, the
* controller of the permanent it becomes sacrifices it at the beginning of
* the next cleanup step. When Necromancy enters the battlefield, if it's on
* the battlefield, it becomes an Aura with "enchant creature put onto the
* battlefield with Necromancy." Put target creature card from a graveyard
* onto the battlefield under your control and attach Necromancy to it. When
* Necromancy leaves the battlefield, that creature's controller sacrifices
* it.
*
*/
@Test
public void testNecromancy() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
addCard(Zone.HAND, playerA, "Necromancy");
addCard(Zone.GRAVEYARD, playerA, "Craw Wurm");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Necromancy");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Craw Wurm", 1);
assertPermanentCount(playerA, "Necromancy", 1);
assertGraveyardCount(playerA, "Craw Wurm", 0);
}
@Test
public void testNecromancyFlash() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
addCard(Zone.HAND, playerA, "Necromancy");
addCard(Zone.GRAVEYARD, playerA, "Craw Wurm");
castSpell(1, PhaseStep.UPKEEP, playerA, "Necromancy");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Craw Wurm", 1);
assertPermanentCount(playerA, "Necromancy", 1);
assertGraveyardCount(playerA, "Craw Wurm", 0);
}
/**
* Check if Necromancy is sacrificed if cast as instant and if the
* reanimated creature will be sacrificed.
*/
@Test
public void testNecromancyFlashSacrifice() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
// If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
// When Necromancy leaves the battlefield, that creature's controller sacrifices it.
addCard(Zone.HAND, playerA, "Necromancy");
addCard(Zone.GRAVEYARD, playerA, "Craw Wurm"); // 6/4
castSpell(1, PhaseStep.UPKEEP, playerA, "Necromancy");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Craw Wurm", 0);
assertPermanentCount(playerA, "Necromancy", 0);
assertGraveyardCount(playerA, "Craw Wurm", 1);
assertGraveyardCount(playerA, "Necromancy", 1);
}
@Test
public void testNecromancyLeaves() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
addCard(Zone.BATTLEFIELD, playerA, "Plains", 4);
addCard(Zone.HAND, playerA, "Necromancy");
addCard(Zone.HAND, playerA, "Disenchant");
addCard(Zone.GRAVEYARD, playerA, "Craw Wurm");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Necromancy"); // enchanting the Craw Wurm
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Disenchant", "Necromancy"); // if Necromancy leaves, the enchanted creature has to leave too
setStopAt(1, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerA, "Disenchant", 1);
assertPermanentCount(playerA, "Necromancy", 0);
assertPermanentCount(playerA, "Craw Wurm", 0);
assertGraveyardCount(playerA, "Necromancy", 1);
assertGraveyardCount(playerA, "Craw Wurm", 1);
}
/**
* I was playing a legendary cube, flashed in a Necromancy to block and when
* the creature I reanimated died the game bugged out and I lost.
*/
@Test
public void testBlockWithNecromancyCreature() {
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
addCard(Zone.HAND, playerA, "Necromancy"); // {2}{B}
addCard(Zone.GRAVEYARD, playerA, "Silvercoat Lion");
attack(2, playerB, "Silvercoat Lion");
castSpell(2, PhaseStep.DECLARE_ATTACKERS, playerA, "Necromancy"); // enchanting the Silvercoat Lion
block(2, playerA, "Silvercoat Lion", "Silvercoat Lion");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerA, "Necromancy", 1);
assertGraveyardCount(playerA, "Silvercoat Lion", 1);
assertGraveyardCount(playerB, "Silvercoat Lion", 1);
}
}