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package org.mage.test.cards.triggers;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author LevelX2
*/
public class KarmicJusticeTest extends CardTestPlayerBase {
/*
Karmic Justice
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control,
you may destroy target permanent that opponent controls.
*/
/**
* Karmic Justice should triggers for its own destroyment
*/
@Test
public void testFirstTriggeredAbility() {
addCard(Zone.BATTLEFIELD, playerA, "Karmic Justice");
addCard(Zone.HAND, playerB, "Naturalize");
addCard(Zone.BATTLEFIELD, playerB, "Forest", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Naturalize", "Karmic Justice");
setChoice(playerA, "Yes");
addTarget(playerA, "Forest");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerB, "Naturalize", 1);
assertGraveyardCount(playerA, "Karmic Justice", 1);
assertPermanentCount(playerB, "Forest", 1);
}
/**
* Karmic Justice should triggers for each destroyed permanent
*/
@Test
public void testMultiplePermanentsDestroyedTriggeredAbility() {
// At the beginning of each upkeep, if you lost life last turn, create a 1/1 white Soldier creature token.
addCard(Zone.BATTLEFIELD, playerA, "First Response", 2);
addCard(Zone.BATTLEFIELD, playerA, "Karmic Justice");
// Planar Cleansing {3}{W}{W}{W}
// Sorcery
// Destroy all nonland permanents.
addCard(Zone.HAND, playerB, "Planar Cleansing");
addCard(Zone.BATTLEFIELD, playerB, "Plains", 4);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Planar Cleansing");
setChoice(playerA, "Yes");
addTarget(playerA, "Plains");
setChoice(playerA, "Yes");
addTarget(playerA, "Swamp");
setChoice(playerA, "Yes");
addTarget(playerA, "Mountain");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerB, "Planar Cleansing", 1);
assertGraveyardCount(playerA, "Karmic Justice", 1);
assertGraveyardCount(playerA, "First Response", 2);
assertGraveyardCount(playerB, "Mountain", 1);
assertGraveyardCount(playerB, "Swamp", 1);
assertGraveyardCount(playerB, "Plains", 1);
}
}