/* * 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.enchantments; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class AnimateDeadTest extends CardTestPlayerBase { @Test public void testAnimateOpponentsCreature() { addCard(Zone.GRAVEYARD, playerB, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2); // Enchant creature card in a graveyard // When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" // and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield // under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. // Enchanted creature gets -1/-0. addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B} castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Silvercoat Lion"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPowerToughness(playerA, "Silvercoat Lion", 1, 2); assertPermanentCount(playerA, "Animate Dead", 1); } @Test public void testAnimateEternalWitness() { // When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand. addCard(Zone.GRAVEYARD, playerB, "Eternal Witness", 1); addCard(Zone.GRAVEYARD, playerA, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2); // Enchant creature card in a graveyard // When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" // and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield // under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. // Enchanted creature gets -1/-0. addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B} castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Eternal Witness"); addTarget(playerA, "Silvercoat Lion"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPowerToughness(playerA, "Eternal Witness", 1, 1); assertPermanentCount(playerA, "Animate Dead", 1); assertHandCount(playerA, "Silvercoat Lion", 1); } /** * Buddy animated an Eternal Witness. I killed the Eternal Witness. Animate * Dead stayed on the battlefield. Using Meren, Eternal Witness came back to * the battlefield and immediately got enchanted by Animate Dead. * * Very weird. Animate Dead should've hit the graveyard the first time its * creature died, right? * */ @Test public void testAnimateAndKillEternalWitness() { // When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand. addCard(Zone.GRAVEYARD, playerB, "Eternal Witness", 1); addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1); addCard(Zone.HAND, playerB, "Lightning Bolt", 1); addCard(Zone.GRAVEYARD, playerA, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2); // Enchant creature card in a graveyard // When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" // and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield // under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. // Enchanted creature gets -1/-0. addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B} castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Eternal Witness"); addTarget(playerA, "Silvercoat Lion"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Lightning Bolt", "Eternal Witness"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerB, "Lightning Bolt", 1); assertGraveyardCount(playerB, "Eternal Witness", 1); assertHandCount(playerA, "Silvercoat Lion", 1); assertGraveyardCount(playerA, "Animate Dead", 1); assertPermanentCount(playerA, "Animate Dead", 0); } /** * Animate Dead is incorrectly not entering the graveyard when the animated * target is sacrificed. */ @Test public void testAnimateAndSacrificeTarget() { // Target opponent sacrifices a creature. addCard(Zone.HAND, playerB, "Cruel Edict"); // {1}{B} addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2); addCard(Zone.GRAVEYARD, playerB, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 2); // Enchant creature card in a graveyard // When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" // and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield // under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it. // Enchanted creature gets -1/-0. addCard(Zone.HAND, playerA, "Animate Dead"); // {1}{B} castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Animate Dead", "Silvercoat Lion"); castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Cruel Edict", playerA); setStopAt(2, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerB, "Cruel Edict", 1); assertGraveyardCount(playerB, "Silvercoat Lion", 1); assertGraveyardCount(playerA, "Animate Dead", 1); } }