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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 ReturnToBattlefieldEffectsTest extends CardTestPlayerBase {
@Test
public void testSaffiEriksdotter() {
// Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard from the battlefield this turn, return that card to the battlefield.
addCard(Zone.BATTLEFIELD, playerA, "Saffi Eriksdotter");
addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
addCard(Zone.HAND, playerB, "Lightning Bolt", 1);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sacrifice {this}: When target creature", "Silvercoat Lion");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "Lightning Bolt", "Silvercoat Lion");
setStopAt(1, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerA, "Saffi Eriksdotter", 1);
assertGraveyardCount(playerB, "Lightning Bolt", 1);
assertPermanentCount(playerA, "Silvercoat Lion", 1);
}
/**
* Test that the creature with a +1/+1 counter returns
*/
@Test
public void testMarchesatheBlackRose() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
// Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
addCard(Zone.BATTLEFIELD, playerA, "Marchesa, the Black Rose");
// Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
addCard(Zone.HAND, playerA, "Arcbound Worker", 1);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
addCard(Zone.HAND, playerB, "Lightning Bolt", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Arcbound Worker");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "Lightning Bolt", "Arcbound Worker");
setStopAt(1, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerB, "Lightning Bolt", 1);
assertPermanentCount(playerA, "Arcbound Worker", 1);
}
/**
* Test that the creature with a +1/+1 counter does not return if the card
* was removed from graveyard meanwhile by Relic of Progenitus
*/
@Test
public void testMarchesatheBlackRoseAfterExile() {
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
// Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.
addCard(Zone.BATTLEFIELD, playerA, "Marchesa, the Black Rose");
// Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
addCard(Zone.HAND, playerA, "Arcbound Worker", 1);
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 1);
addCard(Zone.HAND, playerB, "Lightning Bolt", 1);
// {T}: Target player exiles a card from his or her graveyard.
// {1}, Exile Relic of Progenitus: Exile all cards from all graveyards. Draw a card.
addCard(Zone.BATTLEFIELD, playerB, "Relic of Progenitus", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Arcbound Worker");
castSpell(1, PhaseStep.END_COMBAT, playerB, "Lightning Bolt", "Arcbound Worker");
activateAbility(1, PhaseStep.POSTCOMBAT_MAIN, playerB, "{T}: Target player exiles", playerA);
setStopAt(1, PhaseStep.END_TURN);
execute();
assertGraveyardCount(playerB, "Lightning Bolt", 1);
assertPermanentCount(playerA, "Arcbound Worker", 0);
assertExileCount("Arcbound Worker", 1);
}
/**
* With my opponent's Deathmist Raptor return-to-battlefield trigger on the
* stack, I exiled the Deathmist Raptor with Pharika, God of Affliction.
* However, the Deathmist Raptor returned to the battlefield from exile,
* though it should not have because it had changed zones so was a different
* object.
*/
@Test
public void testDeathmistRaptor() {
// Deathtouch
// Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down.
// Megamorph {4}{G}
addCard(Zone.GRAVEYARD, playerA, "Deathmist Raptor");
addCard(Zone.HAND, playerA, "Pine Walker");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 5);
addCard(Zone.BATTLEFIELD, playerB, "Forest", 1);
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 1);
// {B}{G}: Exile target creature card from a graveyard. It's owner puts a 1/1 black and green Snake enchantment creature token with deathtouch onto the battlefield.
addCard(Zone.BATTLEFIELD, playerB, "Pharika, God of Affliction", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerB, "{B}{G}: Exile target creature card from a graveyard",
"Deathmist Raptor", "Whenever a permanent you control is turned face up");
setStopAt(3, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerB, "Pharika, God of Affliction", 1);
assertPermanentCount(playerA, "Snake", 1);
assertPermanentCount(playerA, "Pine Walker", 1);
assertExileCount("Deathmist Raptor", 1);
}
/**
* Reassembling Skeleton is blocked by Necroskitter, and dies. Necroskitter
* triggers. With the trigger on the stack, activate Skeleton and return it
* to play. Expected result: trigger can't find Skeleton since it changed
* zones. Actual result: trigger steals control of Skeleton when it's
* already on the battlefield.
*/
@Test
public void testNecroskitter1() {
// Wither (This deals damage to creatures in the form of -1/-1 counters.)
// Whenever a creature an opponent controls with a -1/-1 counter on it dies, you may return that card to the battlefield under your control.
addCard(Zone.BATTLEFIELD, playerA, "Necroskitter", 1); // 1/4
// {1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.
addCard(Zone.BATTLEFIELD, playerB, "Reassembling Skeleton");
addCard(Zone.BATTLEFIELD, playerB, "Swamp", 2);
attack(2, playerB, "Reassembling Skeleton");
block(2, playerA, "Necroskitter", "Reassembling Skeleton");
activateAbility(2, PhaseStep.COMBAT_DAMAGE, playerB, "{1}{B}: Return", NO_TARGET, "Whenever a creature");
setStopAt(2, PhaseStep.POSTCOMBAT_MAIN);
execute();
assertLife(playerA, 20);
assertPermanentCount(playerB, "Reassembling Skeleton", 1);
}
}