/* * 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.control; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class ItThatBetraysTest extends CardTestPlayerBase { /** * https://github.com/magefree/mage/issues/796 * * When an opponent sacrifices a fetchland and you have an It That Betrays * in play, sacrificing the fetchland that comes under your control from its * ability returns it to play under your control, allowing you to fetch * infinite lands. * */ @Test public void testPermanentControlEffect() { addCard(Zone.BATTLEFIELD, playerA, "Flooded Strand", 1); addCard(Zone.BATTLEFIELD, playerB, "It That Betrays"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}, Pay 1 life, Sacrifice"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerB, "{T}, Pay 1 life, Sacrifice"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertLife(playerA, 19); assertLife(playerB, 19); // Going to graveyard if player B sacrifices it assertGraveyardCount(playerA, "Flooded Strand", 1); } //It That Betrays doesn't care what zone the card is when the effect resolves. It will return the card regardless. @Test public void testExileItThatBetraysEffect() { addCard(Zone.BATTLEFIELD, playerA, "Flooded Strand", 1); addCard(Zone.BATTLEFIELD, playerA, "Rest in Peace", 1); addCard(Zone.BATTLEFIELD, playerB, "It That Betrays"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}, Pay 1 life, Sacrifice"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertLife(playerA, 19); assertLife(playerB, 20); // Player B now controls a Flooded Strand, even though it went to exile assertPermanentCount(playerB, "Flooded Strand", 1); } /** * I just sacrificed a Spreading Seas to an attacking It That Betrays, and * it returned the Spreading Seas under my control. It made me choose a land * to enchant, and I drew a card. */ @Test public void testExileItThatBetraysEffectEnchantment() { addCard(Zone.BATTLEFIELD, playerA, "Island", 2); addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1); addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1); addCard(Zone.HAND, playerA, "Spreading Seas", 1); // {1}{U} // Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) // Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control. addCard(Zone.BATTLEFIELD, playerB, "It That Betrays"); // 11/11 addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1); // Enchant land // When Spreading Seas enters the battlefield, draw a card. // Enchanted land is an Island. castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Spreading Seas", "Mountain"); attack(2, playerB, "It That Betrays"); setChoice(playerA, "Spreading Seas"); setChoice(playerA, "Silvercoat Lion"); setStopAt(2, PhaseStep.POSTCOMBAT_MAIN); execute(); assertLife(playerA, 9); assertLife(playerB, 20); assertHandCount(playerA, "Spreading Seas", 0); // Player B now controls a Silvercoat Lion and Spreading Seas assertPermanentCount(playerB, "Silvercoat Lion", 1); assertPermanentCount(playerA, "Spreading Seas", 0); assertGraveyardCount(playerA, "Spreading Seas", 0); assertPermanentCount(playerB, "Spreading Seas", 1); } /** * It That Betrays had a strange bug. Attacked opponent's planeswalker with * him (I think it was Venser, the Sojourner), then opponent sacrificed said * planeswalker to ITB (It That Betrays) annihilator ability, ITB ability * triggered and Venser came over to my control, but ITB was still attacking * my own planeswalker and killed it. Shouldn't happen because that's an * entirely new planeswalker, not the one I was attacking. That one died, * therefore the attack was invalid. */ @Test public void testExileAttackedPlaneswalker() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1); // +2: Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step. // -1: Creatures can't be blocked this turn. // -8: You get an emblem with "Whenever you cast a spell, exile target permanent." addCard(Zone.BATTLEFIELD, playerA, "Venser, the Sojourner", 1); // Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.) // Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control. addCard(Zone.BATTLEFIELD, playerB, "It That Betrays"); // 11/11 attack(2, playerB, "It That Betrays", "Venser, the Sojourner"); setChoice(playerA, "Venser, the Sojourner"); setChoice(playerA, "Mountain"); setStopAt(2, PhaseStep.POSTCOMBAT_MAIN); execute(); assertLife(playerA, 20); assertLife(playerB, 20); // Player B now controls a Silvercoat Lion and Spreading Seas assertPermanentCount(playerB, "Venser, the Sojourner", 1); assertPermanentCount(playerB, "Mountain", 1); } }