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package org.mage.test.cards.mana;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class ManaFlareTest extends CardTestPlayerBase {
@Test
public void testIsland() {
// Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
addCard(Zone.BATTLEFIELD, playerA, "Mana Flare", 1);
addCard(Zone.BATTLEFIELD, playerA, "Island", 1);
// Creature {U}{U}
// {U},{T} :Return target permanent you control to its owner's hand.
addCard(Zone.HAND, playerA, "Vedalken Mastermind", 1);
// because available mana calculation does not work correctly with Mana Flare we have to tap the land manually
activateManaAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}: Add {U} to your mana pool");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Vedalken Mastermind");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Vedalken Mastermind", 1);
}
/**
* Mana Flare is only adding colorless mana, at least off of dual lands (Watery Grave in this instance).
* Island only adds colorless. Plains adds white though.
*/
@Test
public void testWateryGrave() {
// {T}: Add one mana of any color to your mana pool. Spend this mana only to cast a multicolored spell.
addCard(Zone.BATTLEFIELD, playerB, "Mana Flare", 1);
addCard(Zone.BATTLEFIELD, playerB, "Watery Grave", 1);
// Creature {B}{B}
// {B}: Nantuko Shade gets +1/+1 until end of turn.
addCard(Zone.HAND, playerB, "Nantuko Shade", 1);
// because available mana calculation does not work correctly with Mana Flare we have to tap the land manually
activateManaAbility(2, PhaseStep.PRECOMBAT_MAIN, playerB, "{T}: Add {B} to your mana pool");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Nantuko Shade");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerB, "Nantuko Shade", 1);
}
}