/* * 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.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); } }