/* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package org.mage.test.cards.single.emn; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author escplan9 */ public class PermeatingMassTest extends CardTestPlayerBase { @Test public void testWhenDiesInCombatMakesCopyStill() { addCard(Zone.BATTLEFIELD, playerA, "Hill Giant"); // 3/3 // Whenever Permeating Mass deals combat damage to a creature, that creature becomes a copy of Permeating Mass. addCard(Zone.BATTLEFIELD, playerB, "Permeating Mass"); // 1/3 attack(1, playerA, "Hill Giant"); block(1, playerB, "Permeating Mass", "Hill Giant"); setStopAt(1, PhaseStep.END_COMBAT); execute(); assertLife(playerB, 20); assertGraveyardCount(playerB, "Permeating Mass", 1); assertPermanentCount(playerA, "Permeating Mass", 1); assertPowerToughness(playerA, "Permeating Mass", 1, 3); } /* * NOTE: As of 04/19/2017 this test is failing due to a bug in code. See issue #3167 */ @Test public void damagedCreatureWithVaryingPTbecomesCopyOfPermeatingMass() { /* Permeating Mass {G} Creature — Spirit - 1/3 Whenever Permeating Mass deals combat damage to a creature, that creature becomes a copy of Permeating Mass. */ String pMass = "Permeating Mass"; /* Dungrove Elder {2}{G} Creature — Treefolk Hexproof * / * Dungrove Elder's power and toughness are each equal to the number of Forests you control. */ String dElder = "Dungrove Elder"; addCard(Zone.BATTLEFIELD, playerA, pMass); addCard(Zone.BATTLEFIELD, playerB, "Forest", 4); addCard(Zone.BATTLEFIELD, playerB, dElder); // 4/4 with the 4 forests attack(2, playerB, dElder); block(2, playerA, pMass, dElder); setStopAt(2, PhaseStep.END_COMBAT); execute(); assertLife(playerA, 20); assertLife(playerB, 20); assertGraveyardCount(playerA, pMass, 1); assertPermanentCount(playerB, pMass, 1); // dungrove elder becomes copy of permeating mass assertPowerToughness(playerB, "Permeating Mass", 1, 3); // and should have P/T 1/3 } }