/* * 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.dies; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class BloodCultistTest extends CardTestPlayerBase { @Test public void testDiedFromDirectDamage() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); // {T}: Blood Cultist deals 1 damage to target creature. // Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. addCard(Zone.HAND, playerA, "Blood Cultist", 1); addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1 castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist"); activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox"); setStopAt(3, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerB, "Devilthorn Fox", 1); assertPowerToughness(playerA, "Blood Cultist", 2, 2); } @Test public void testDiedFromCombatDamage() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); // {T}: Blood Cultist deals 1 damage to target creature. // Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. addCard(Zone.HAND, playerA, "Blood Cultist", 1); addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1 // Lifelink // {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control. addCard(Zone.BATTLEFIELD, playerB, "Indulgent Aristocrat", 1); // 1/1 castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist"); activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox"); attack(5, playerA, "Blood Cultist"); block(5, playerB, "Indulgent Aristocrat", "Blood Cultist"); setStopAt(5, PhaseStep.POSTCOMBAT_MAIN); execute(); assertGraveyardCount(playerB, "Devilthorn Fox", 1); assertGraveyardCount(playerB, "Indulgent Aristocrat", 1); assertPowerToughness(playerA, "Blood Cultist", 3, 3); } @Test public void testDiedFromCombatAfterDirectDamageDamage() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1); // {T}: Blood Cultist deals 1 damage to target creature. // Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. addCard(Zone.HAND, playerA, "Blood Cultist", 1); addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1 // Shambling Ghoul enters the battlefield tapped. addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3 castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist"); activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox"); activateAbility(5, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul"); attack(5, playerA, "Silvercoat Lion"); block(5, playerB, "Shambling Ghoul", "Silvercoat Lion"); setStopAt(5, PhaseStep.POSTCOMBAT_MAIN); execute(); assertGraveyardCount(playerB, "Devilthorn Fox", 1); assertGraveyardCount(playerB, "Shambling Ghoul", 1); assertGraveyardCount(playerA, "Silvercoat Lion", 1); assertPowerToughness(playerA, "Blood Cultist", 3, 3); } @Test public void testDiedByDirectDamageAfterCombatDamage() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 2); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1); // {T}: Blood Cultist deals 1 damage to target creature. // Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. addCard(Zone.HAND, playerA, "Blood Cultist", 1); addCard(Zone.BATTLEFIELD, playerB, "Devilthorn Fox", 1); // 3/1 // Shambling Ghoul enters the battlefield tapped. addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3 castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist"); activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Devilthorn Fox"); activateAbility(5, PhaseStep.POSTCOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul"); attack(5, playerA, "Silvercoat Lion"); block(5, playerB, "Shambling Ghoul", "Silvercoat Lion"); setStopAt(5, PhaseStep.END_TURN); execute(); assertGraveyardCount(playerB, "Devilthorn Fox", 1); assertGraveyardCount(playerB, "Shambling Ghoul", 1); assertGraveyardCount(playerA, "Silvercoat Lion", 1); assertPowerToughness(playerA, "Blood Cultist", 3, 3); } @Test public void testDiedByTwoDirectDamage() { addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1); // {T}: Blood Cultist deals 1 damage to target creature. // Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist. addCard(Zone.HAND, playerA, "Blood Cultist", 1); addCard(Zone.HAND, playerA, "Lightning Bolt", 1); addCard(Zone.BATTLEFIELD, playerB, "Shambling Ghoul", 1); // 2/3 castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Blood Cultist"); activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}:", "Shambling Ghoul"); castSpell(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "Lightning Bolt", "Shambling Ghoul"); setStopAt(3, PhaseStep.END_TURN); execute(); assertGraveyardCount(playerB, "Shambling Ghoul", 1); assertGraveyardCount(playerA, "Lightning Bolt", 1); assertPowerToughness(playerA, "Blood Cultist", 2, 2); } }