/* * 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.multiplayer; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestMultiPlayerBase; /** * * @author LevelX2 */ public class PrimordialTest extends CardTestMultiPlayerBase { /** * Tests Primordial cards with multiplayer effects * */ @Test public void SepulchralPrimordialTest() { // When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one // target creature card from that player's graveyard onto the battlefield under your control. addCard(Zone.HAND, playerA, "Sepulchral Primordial"); addCard(Zone.BATTLEFIELD, playerA, "Swamp", 7); // Player order: A -> D -> C -> B addCard(Zone.GRAVEYARD, playerB, "Silvercoat Lion"); addCard(Zone.GRAVEYARD, playerC, "Walking Corpse"); addCard(Zone.GRAVEYARD, playerD, "Pillarfield Ox"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Sepulchral Primordial"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Sepulchral Primordial", 1); assertPermanentCount(playerA, "Silvercoat Lion", 1); assertPermanentCount(playerA, "Walking Corpse", 0); assertPermanentCount(playerA, "Pillarfield Ox", 1); assertGraveyardCount(playerC, "Walking Corpse", 1); assertGraveyardCount(playerD, "Pillarfield Ox", 0); } /** * Sepulchral Primordial's "enter the battlefield" effect works correctly on * cast, but does not trigger if he is returned to the battlefield by other * means (e.g. summoned from the graveyard). I've encountered this in * 4-player commander games with other humans. */ @Test public void SepulchralPrimordialFromGraveyardTest() { // Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. addCard(Zone.HAND, playerA, "Miraculous Recovery", 1); // Instant {4}{W} // When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one // target creature card from that player's graveyard onto the battlefield under your control. addCard(Zone.GRAVEYARD, playerA, "Sepulchral Primordial"); addCard(Zone.BATTLEFIELD, playerA, "Plains", 5); // Player order: A -> D -> C -> B addCard(Zone.GRAVEYARD, playerB, "Silvercoat Lion"); addCard(Zone.GRAVEYARD, playerC, "Walking Corpse"); addCard(Zone.GRAVEYARD, playerD, "Pillarfield Ox"); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Miraculous Recovery", "Sepulchral Primordial"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Sepulchral Primordial", 1); assertPermanentCount(playerA, "Silvercoat Lion", 1); assertPermanentCount(playerA, "Walking Corpse", 0); assertPermanentCount(playerA, "Pillarfield Ox", 1); assertGraveyardCount(playerC, "Walking Corpse", 1); assertGraveyardCount(playerD, "Pillarfield Ox", 0); } /** * Diluvian Primordial ETB trigger never happened in a 3 player FFA * commander game. He just resolved, no ETB trigger occurred. */ @Test public void DiluvianPrimordialTest() { // Flying // When Diluvian Primordial enters the battlefield, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a card cast this way would be put into a graveyard this turn, exile it instead. addCard(Zone.HAND, playerA, "Diluvian Primordial"); // {5}{U}{U} addCard(Zone.BATTLEFIELD, playerA, "Island", 7); addCard(Zone.GRAVEYARD, playerB, "Lightning Bolt"); addCard(Zone.GRAVEYARD, playerC, "Lightning Bolt"); addCard(Zone.GRAVEYARD, playerD, "Lightning Bolt"); // Player order: A -> D -> C -> B castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Diluvian Primordial"); addTarget(playerA, "Lightning Bolt"); addTarget(playerA, "Lightning Bolt"); addTarget(playerA, playerB); addTarget(playerA, playerD); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertPermanentCount(playerA, "Diluvian Primordial", 1); assertGraveyardCount(playerC, "Lightning Bolt", 1); assertExileCount("Lightning Bolt", 2); assertLife(playerA, 20); assertLife(playerB, 17); assertLife(playerC, 20); assertLife(playerD, 17); } }