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package org.mage.test.cards.replacement;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class MistcutterHydraTest extends CardTestPlayerBase {
/**
* Test that a Mistcutter Hydra gets its +1/+1 counters
*/
@Test
public void testHydraNormal3Counters() {
// Mistcutter Hydra
// Creature — Hydra 0/0, XG (1)
// Mistcutter Hydra can't be countered.
// Haste, protection from blue
// Mistcutter Hydra enters the battlefield with X +1/+1 counters on it.
addCard(Zone.HAND, playerA, "Mistcutter Hydra");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 2);
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mistcutter Hydra");
setChoice(playerA, "X=3");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Mistcutter Hydra", 1);
assertPowerToughness(playerA, "Mistcutter Hydra", 3,3);
}
/**
* Test that a Mistcutter Hydra exiled with Banishing Light returns with 0 Counters on it
*/
@Test
public void testHydraReturnsWithZeroCounters() {
addCard(Zone.HAND, playerA, "Banishing Light");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 3);
// Mistcutter Hydra
// Creature — Hydra 0/0, XG (1)
// Mistcutter Hydra can't be countered.
// Haste, protection from blue
// Mistcutter Hydra enters the battlefield with X +1/+1 counters on it.
addCard(Zone.HAND, playerB, "Mistcutter Hydra");
addCard(Zone.BATTLEFIELD, playerB, "Forest", 2);
addCard(Zone.HAND, playerB, "Disenchant");
addCard(Zone.BATTLEFIELD, playerB, "Plains", 2);
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Mistcutter Hydra");
setChoice(playerB, "X=3");
castSpell(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "Banishing Light");
setChoice(playerA, "Mistcutter Hydra");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Disenchant","Banishing Light");
setStopAt(4, PhaseStep.BEGIN_COMBAT);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, "Banishing Light", 1);
assertGraveyardCount(playerB, "Disenchant", 1);
assertGraveyardCount(playerB, "Mistcutter Hydra", 1);
assertPermanentCount(playerB, "Mistcutter Hydra", 0);
}
/**
* Test that a Apocalypse Hydra gets its +1/+1 counters
*/
@Test
public void testApocalypseHydraNormal3Counters() {
// Apocalypse {X}{R}{G}
// Apocalypse Hydra enters the battlefield with X +1/+1 counters on it.
// If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.
// {1}{R}, Remove a +1/+1 counter from Apocalypse Hydra: Apocalypse Hydra deals 1 damage to target creature or player.
// Mistcutter Hydra enters the battlefield with X +1/+1 counters on it.
addCard(Zone.HAND, playerA, "Apocalypse Hydra");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Apocalypse Hydra");
setChoice(playerA, "X=3");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Apocalypse Hydra", 1);
assertPowerToughness(playerA, "Apocalypse Hydra", 3,3);
}
/**
* Test that a Apocalypse Hydra countered returns with 0 Counters to battlefield if
* put to battlefield with Beacon of Unrest
*/
@Test
public void testHydraReturnsAfterCounterWithZeroCounters() {
// Apocalypse {X}{R}{G}
// Apocalypse Hydra enters the battlefield with X +1/+1 counters on it.
// If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.
// {1}{R}, Remove a +1/+1 counter from Apocalypse Hydra: Apocalypse Hydra deals 1 damage to target creature or player.
// Mistcutter Hydra enters the battlefield with X +1/+1 counters on it.
addCard(Zone.HAND, playerA, "Apocalypse Hydra");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 1);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1);
// Put target artifact or creature card from a graveyard onto the battlefield under
// your control. Shuffle Beacon of Unrest into its owner's library.
addCard(Zone.HAND, playerA, "Beacon of Unrest");
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
addCard(Zone.HAND, playerB, "Counterspell");
addCard(Zone.BATTLEFIELD, playerB, "Island", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Apocalypse Hydra");
setChoice(playerA, "X=3");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Counterspell", "Apocalypse Hydra");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, "Beacon of Unrest", "Apocalypse Hydra");
setStopAt(3, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerB, "Counterspell", 1);
assertHandCount(playerA,"Beacon of Unrest", 0);
assertPermanentCount(playerA, "Apocalypse Hydra", 0);
assertGraveyardCount(playerA, "Apocalypse Hydra", 1);
// assertPowerToughness(playerA, "Mistcutter Hydra", 3,3);
}
}