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package org.mage.test.multiplayer;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.counters.CounterType;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestMultiPlayerBase;
/**
*
* @author LevelX2
*/
public class BloodchiefAscensionTest extends CardTestMultiPlayerBase {
@Test
public void testBloodchiefAscensionAllPlayers() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=2");
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 18);
assertLife(playerC, 18);
assertLife(playerD, 18);
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerB, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
/**
* One of my opponents in a multiplayer game had a Bloodchief Ascension in
* play. I took lethal damage on my turn, but he didn't get a counter on
* Bloodchief Ascension at my end step. I think he should, even though I had
* left the game from dying, because of:
*
* 800.4g. If a player leaves the game during his or her turn, that turn
* continues to its completion without an active player. If the active
* player would receive priority, instead the next player in turn order
* receives priority, or the top object on the stack resolves, or the phase
* or step ends, whichever is appropriate.
*/
@Test
public void testBloodchiefAscension() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
addCard(Zone.BATTLEFIELD, playerA, "Bloodchief Ascension");
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.HAND, playerA, "Fireball");
addCard(Zone.BATTLEFIELD, playerD, "Mountain", 3);
addCard(Zone.HAND, playerD, "Fireball");
addCard(Zone.BATTLEFIELD, playerC, "Mountain", 3);
addCard(Zone.HAND, playerC, "Fireball");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 21);
addCard(Zone.HAND, playerB, "Fireball");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Fireball", playerA);
setChoice(playerA, "X=2");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerD, "Fireball", playerD);
setChoice(playerD, "X=2");
castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerC, "Fireball", playerC);
setChoice(playerC, "X=2");
castSpell(4, PhaseStep.PRECOMBAT_MAIN, playerB, "Fireball", playerB);
setChoice(playerB, "X=20");
// Player order: A -> D -> C -> B
setStopAt(4, PhaseStep.END_TURN);
execute();
assertLife(playerA, 18);
assertLife(playerB, 0);
assertLife(playerC, 18);
assertLife(playerD, 18);
Assert.assertTrue("playerB has lost", playerB.hasLost());
assertGraveyardCount(playerA, "Fireball", 1);
assertGraveyardCount(playerC, "Fireball", 1);
assertGraveyardCount(playerD, "Fireball", 1);
assertCounterCount("Bloodchief Ascension", CounterType.QUEST, 2); // 1 opponent out of range
}
/**
* Bloodchief Ascension effect is not working corretly on multiplayer.
* Whenever one player activated Jace's Archivist, the damage of the
* discarded cards was going on a single player, not on the players who
* discarded the cards.
*/
@Test
public void testJacesArchivist() {
// Enchantment
// At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)
// Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
skipInitShuffling();
addCard(Zone.LIBRARY, playerA, "Auramancer");
addCard(Zone.HAND, playerA, "Auramancer", 2);
addCard(Zone.BATTLEFIELD, playerD, "Bloodchief Ascension");
addCounters(2, PhaseStep.UPKEEP, playerD, "Bloodchief Ascension", CounterType.QUEST, 3);
addCard(Zone.BATTLEFIELD, playerD, "Island", 1);
// {U}, {T}: Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.
addCard(Zone.BATTLEFIELD, playerD, "Jace's Archivist", 1); // {1}{U}{U}
addCard(Zone.LIBRARY, playerD, "Demolish");
addCard(Zone.HAND, playerD, "Demolish", 1);
addCard(Zone.HAND, playerC, "Cobblebrute", 4);
addCard(Zone.HAND, playerB, "Bellows Lizard", 5);
// Player order: A -> D -> C -> B
activateAbility(2, PhaseStep.PRECOMBAT_MAIN, playerD, "{U},{T}: Each player discards");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertGraveyardCount(playerA, "Auramancer", 3);
assertGraveyardCount(playerD, "Demolish", 2);
assertGraveyardCount(playerC, "Cobblebrute", 4);
assertHandCount(playerA, 4);
assertHandCount(playerD, 4);
assertHandCount(playerC, 4);
assertHandCount(playerB, "Bellows Lizard", 5);
assertLife(playerA, 14);
assertLife(playerD, 34);
assertLife(playerC, 12);
assertLife(playerB, 20);
}
}