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package org.mage.test.cards.single;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class JacesMindseekerTest extends CardTestPlayerBase {
/**
* Jace's Mindseeker trigger ability is not working properly. It doesn't
* allow me to cast an instant or sorcery if there is one among the 5 cards
* put into the graveyard. I think the problem is that when the cards are
* put into the graveyard, the cards can't be cast anymore. What if the
* cards are revealed first before they are put into the graveyard? That
* doesn't follow the sequence on the card, but it might solve the bug.
*/
@Test
public void testJacesMindseeker() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
// Flying
// When Jace's Mindseeker enters the battlefield, target opponent puts the top five cards of his or her library into his or her graveyard.
// You may cast an instant or sorcery card from among them without paying its mana cost.
addCard(Zone.HAND, playerA, "Jace's Mindseeker", 1); // Creature 4/4 {4}{U}{U}
addCard(Zone.LIBRARY, playerB, "Silvercoat Lion", 2);
addCard(Zone.LIBRARY, playerB, "Lightning Bolt", 1);
addCard(Zone.LIBRARY, playerB, "Silvercoat Lion", 2);
skipInitShuffling();
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Jace's Mindseeker");
addTarget(playerA, playerB);
setChoice(playerA, "Yes");
setChoice(playerA, "Lightning Bolt");
addTarget(playerA, playerB);
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Jace's Mindseeker", 1);
assertGraveyardCount(playerB, "Lightning Bolt", 1);
assertGraveyardCount(playerB, "Silvercoat Lion", 4);
assertLife(playerA, 20);
assertLife(playerB, 17);
}
}