/* * Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of BetaSteward_at_googlemail.com. */ package org.mage.test.cards.single; import mage.constants.PhaseStep; import mage.constants.Zone; import mage.counters.CounterType; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class ParallaxWaveTest extends CardTestPlayerBase { /** * http://www.slightlymagic.net/forum/viewtopic.php?f=70&t=16732&hilit=Sharuum+the+Hegemon#p172791 * * While playing the AI I had put out Opalescence and Parallax Wave. * With proper ordering of the stack I should be able to permanently exile all my * opponents creatures. This does not happen * The proper sequence should work as follows -Activate Parallax Wave to exile target enemy creature(s), -Respond and assign Parallax Wave to target itself. -Resolve the stack, Parallax wave targets itself for exile -This triggers the return all exiled cards to the field effect, to the top of the stack -Stack resolves, A "NEW unique id" parallax wave should enter the field. **this is not happening** -The stack should finish resolution, the enemy creatures are exiled *however* the return to the battle field effect should be tied to the ORIGINAL id Parallax Wave and thus will never trigger as the original wave no longer exists) **this doesn't happen, as the "NEW" Parallax Wave leaves play the cards exiled with the "previous" wave are returned to the battlefield** */ @Test public void testFirstExileHandlingOfItself() { // Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. addCard(Zone.BATTLEFIELD, playerA, "Opalescence"); addCard(Zone.BATTLEFIELD, playerA, "Plains", 4); // Fading 5 (This enchantment enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) // Remove a fade counter from Parallax Wave: Exile target creature. // When Parallax Wave leaves the battlefield, each player returns to the battlefield all cards he or she owns exiled with Parallax Wave. addCard(Zone.HAND, playerA, "Parallax Wave"); addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Parallax Wave"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Silvercoat Lion"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Parallax Wave"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Parallax Wave", 1); assertCounterCount("Parallax Wave", CounterType.FADE, 5); assertExileCount("Silvercoat Lion", 1); // The lion is still exiled } @Test public void testFirstAndSecondExileHandlingOfItself() { addCard(Zone.BATTLEFIELD, playerA, "Opalescence"); addCard(Zone.BATTLEFIELD, playerA, "Plains", 4); addCard(Zone.HAND, playerA, "Parallax Wave"); addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Parallax Wave"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Silvercoat Lion"); activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Parallax Wave"); activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Pillarfield Ox"); activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Remove a fade counter from {this}: Exile target creature", "Parallax Wave"); setStopAt(1, PhaseStep.END_TURN); execute(); assertPermanentCount(playerA, "Parallax Wave", 1); assertCounterCount("Parallax Wave", CounterType.FADE, 5); assertExileCount("Silvercoat Lion", 1); // The Lion is exiled and never returns assertExileCount("Pillarfield Ox", 1); // The Ox is exiled and never returns } }