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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 SpreadingSeasTest extends CardTestPlayerBase {
/**
* Played Spreading Seas on opps manland (e.g. Blinkmoth Nexus) . He
* activated it on response, seas resolves but the manland loses creature
* type what should not happened.
*
* 305.7. If an effect changes a land’s subtype to one or more of the basic
* land types, the land no longer has its old land type. It loses all
* abilities generated from its rules text and its old land types, and it
* gains the appropriate mana ability for each new basic land type. Note
* that this doesn’t remove any abilities that were granted to the land by
* other effects. Changing a land’s subtype doesn’t add or remove any card
* types (such as creature) or supertypes (such as basic, legendary, and
* snow) the land may have. If a land gains one or more land types in
* addition to its own, it keeps its land types and rules text, and it gains
* the new land types and mana abilities.
*
*/
@Test
public void testCreatureTypeStays() {
// Enchant land
// When Spreading Seas enters the battlefield, draw a card.
// Enchanted land is an Island.
addCard(Zone.HAND, playerA, "Spreading Seas", 1); // {1}{U}
addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
addCard(Zone.BATTLEFIELD, playerB, "Island", 1);
// Tap: Add 1 to your mana pool.
// {1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
// {1}, {T}: Target Blinkmoth gets +1/+1 until end of turn.
addCard(Zone.BATTLEFIELD, playerB, "Blinkmoth Nexus");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Spreading Seas", "Blinkmoth Nexus");
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerB, "{1}:", NO_TARGET, "Spreading Seas");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertHandCount(playerA, "Spreading Seas", 0);
assertGraveyardCount(playerA, "Spreading Seas", 0);
assertPowerToughness(playerB, "Blinkmoth Nexus", 1, 1);
assertPermanentCount(playerA, "Spreading Seas", 1);
assertHandCount(playerA, 1);
}
}