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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 PossibilityStormTest extends CardTestPlayerBase {
/**
* There's currently a bug with Possibility Storm and Zoetic Cavern. The way
* it's supposed to work is the P. Storm trigger exiles Zoetic Cavern and
* then uses last known information about the spell to determine the type of
* card the trigger is looking for(creature in this instance). Instead it's
* basing the type solely off what's printed on the card. What happened to
* me earlier was the trigger skipped right over an Emrakul and then
* revealed a Flooded Strand. I was prompted whether or not I wanted to
* "cast" Flooded Strand without paying it's cost. Eventually I clicked yes
* and it produced a Game Error that resulted in rollback. I recreated the
* error against an AI opponent and copied the code. Can't actually post it
* because the filter on this site claims it makes my post look too
* "spammy". Here's a screenshot of it instead(in spoiler tag).
*/
@Test
public void TestWithZoeticCavern() {
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 3);
// Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from
// the top of his or her library until he or she exiles a card that shares a card type with it. That
// player may cast that card without paying its mana cost. Then he or she puts all cards exiled with
// Possibility Storm on the bottom of his or her library in a random order.
addCard(Zone.BATTLEFIELD, playerA, "Possibility Storm", 1);
// {T}: Add {C} to your mana pool.
// Morph {2}
addCard(Zone.HAND, playerA, "Zoetic Cavern");
addCard(Zone.LIBRARY, playerA, "Silvercoat Lion");
skipInitShuffling();
playLand(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Zoetic Cavern");
setChoice(playerA, "Yes");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Zoetic Cavern", 0);
assertLibraryCount(playerA, "Zoetic Cavern", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 1);
}
/*
* Having another Possibility Storm issue(shocking, I know). This time it
* occurred when trying to finish off my opponent that was at 3 life.
* I cast an Izzet Charm choosing draw 2 discard 2 for mode,
* responded to the Possibility Storm trigger with Remand.
* Remand's trigger revealed a Pact of Negation I chose not to cast, then the trigger for Izzet Charm
* resolved apparently revealing a Cryptic Command. It automatically moved
* the spell from exile to my library, apparently because it believed it did
* not have a target(no spells remaining on the stack). I've seen this
* happen with Mana Leaks that get revealed with no targets, but Cryptic
* being modal means it should always be able to be cast. It's worth
* mentioning that I've revealed Cryptics off triggers with other spells on
* the stack and properly been asked if I wish to cast them. Thanks!
*/
@Test
public void TestWithCrypticCommand() {
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 1);
// Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from
// the top of his or her library until he or she exiles a card that shares a card type with it. That
// player may cast that card without paying its mana cost. Then he or she puts all cards exiled with
// Possibility Storm on the bottom of his or her library in a random order.
addCard(Zone.BATTLEFIELD, playerA, "Possibility Storm", 1);
// Choose one — Counter target noncreature spell unless its controller pays {2};
// or Izzet Charm deals 2 damage to target creature;
// or draw two cards, then discard two cards.
addCard(Zone.HAND, playerA, "Izzet Charm"); // {U}{R}
// Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
// Draw a card.
addCard(Zone.HAND, playerA, "Remand");
// Choose two -
// Counter target spell;
// or return target permanent to its owner's hand;
// or tap all creatures your opponents control;
// or draw a card.
addCard(Zone.LIBRARY, playerA, "Cryptic Command");
addCard(Zone.LIBRARY, playerA, "Pact of Negation");
skipInitShuffling();
addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Izzet Charm");
setModeChoice(playerA, "3");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Remand", "Izzet Charm", "Whenever a player casts");
setChoice(playerA, "No"); // Don't play Pact of Negotiation
setChoice(playerA, "Yes"); // Play Cryptic Command
setModeChoice(playerA, "3");
setModeChoice(playerA, "4");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertExileCount(playerA, 0);
assertGraveyardCount(playerA, "Cryptic Command", 1);
assertTapped("Silvercoat Lion", true);
assertHandCount(playerA, 1); // from Cryptic Command Draw
}
}