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package org.mage.test.cards.continuous;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class BoostEnchantedTest extends CardTestPlayerBase {
@Test
public void testFirebreathingNormal() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
// {R}: Enchanted creature gets +1/+0 until end of turn.
addCard(Zone.HAND, playerA, "Firebreathing"); // {R} Enchantment - Aura
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Firebreathing", "Silvercoat Lion");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{R}: Enchanted creature");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Firebreathing", 1);
assertPowerToughness(playerA, "Silvercoat Lion", 3, 2);
}
/**
* On Ghitu Firebreathing (and probably other similar cards), when you
* activate the ability to give +1/0 to the enchanted creature and the
* return Ghitu Firebreathing to your hand, the +1/0 goes away on the
* creature. If you re-cast Ghitu Firebreathing onto the creature, the boost
* returns.
*
* Gatherer Rulings: 9/25/2006 If you return Ghitu Firebreathing to its
* owner's hand while the +1/+0 ability is on the stack, that ability will
* still give the creature that was last enchanted by Ghitu Firebreathing
* +1/+0.
*
*/
@Test
public void testFirebreathingReturnToHand() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
// {R}: Enchanted creature gets +1/+0 until end of turn.
addCard(Zone.HAND, playerA, "Firebreathing"); // {R} Enchantment - Aura
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
addCard(Zone.HAND, playerB, "Boomerang"); // {U}{U} Instant
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Firebreathing", "Silvercoat Lion");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Boomerang", "Firebreathing");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{R}: Enchanted creature", NO_TARGET, "Boomerang");
setStopAt(1, PhaseStep.END_COMBAT);
execute();
assertHandCount(playerA, "Firebreathing", 1);
assertGraveyardCount(playerB, "Boomerang", 1);
assertPowerToughness(playerA, "Silvercoat Lion", 3, 2);
}
/**
* If the aura moves between activation and resolution, the new enchanted
* creature should be boosted, not the old one.
*/
@Test
public void testFirebreathingWithAuraGraft() {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2);
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
// {R}: Enchanted creature gets +1/+0 until end of turn.
addCard(Zone.HAND, playerA, "Firebreathing"); // {R} Enchantment - Aura
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1);
// Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.
addCard(Zone.HAND, playerB, "Aura Graft"); // {1}{U} Instant
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Firebreathing", "Silvercoat Lion");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{R}: Enchanted creature");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Aura Graft", "Firebreathing");
setChoice(playerB, "Pillarfield Ox");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerB, "Aura Graft", 1);
assertPermanentCount(playerB, "Firebreathing", 1);
assertPowerToughness(playerA, "Silvercoat Lion", 2, 2);
assertPowerToughness(playerB, "Pillarfield Ox", 3, 4);
}
}