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package org.mage.test.cards.replacement.prevent;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class DolmenGateTest extends CardTestPlayerBase {
@Test
public void testPreventForAttackingCreature() {
// Prevent all combat damage that would be dealt to attacking creatures you control.
addCard(Zone.BATTLEFIELD, playerA, "Pillarfield Ox");
addCard(Zone.BATTLEFIELD, playerB, "Dolmen Gate");
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion");
attack(2, playerB, "Silvercoat Lion");
block(2, playerA, "Pillarfield Ox", "Silvercoat Lion");
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, "Silvercoat Lion", 0); // damage prevented because attacking, so it does not die
}
/**
* In a commander game I was playing, a player blocked with a Dolmen Gate on the field, and the gate
* prevented the damage that was dealt to their blocking creature (it should only prevent damage to the player's attacking creatures).
*/
@Test
public void testDontPreventForBlockingCreature() {
// Prevent all combat damage that would be dealt to attacking creatures you control.
addCard(Zone.BATTLEFIELD, playerA, "Dolmen Gate");
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion");
addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox");
attack(2, playerB, "Pillarfield Ox");
block(2, playerA, "Silvercoat Lion", "Pillarfield Ox");
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertLife(playerB, 20);
assertGraveyardCount(playerA, "Silvercoat Lion", 1); // no damage prevented because blocking, so it has to die
}
}