/* * 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.abilities.oneshot.counter; import mage.constants.PhaseStep; import mage.constants.Zone; import org.junit.Test; import org.mage.test.serverside.base.CardTestPlayerBase; /** * * @author LevelX2 */ public class AddingCountersToPermanentsTest extends CardTestPlayerBase { @Test public void testBlackSunsZenith() { addCard(Zone.BATTLEFIELD, playerA, "Swamp", 4); addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerA, "Witch's Familiar", 1); // Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library. addCard(Zone.HAND, playerA, "Black Sun's Zenith", 1); addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerB, "Witch's Familiar", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Black Sun's Zenith"); setChoice(playerA, "X=2"); setStopAt(1, PhaseStep.BEGIN_COMBAT); execute(); assertGraveyardCount(playerA, "Silvercoat Lion", 1); assertGraveyardCount(playerB, "Silvercoat Lion", 1); assertPermanentCount(playerA, "Witch's Familiar", 1); assertPowerToughness(playerA, "Witch's Familiar", 0, 1); assertPermanentCount(playerB, "Witch's Familiar", 1); assertPowerToughness(playerB, "Witch's Familiar", 0, 1); } /** * Fairgrounds Trumpeter does not get a counter at the end of turn when * Woodland Wanderer enters the battlefield */ @Test public void testFairgroundsTrumpeter() { addCard(Zone.BATTLEFIELD, playerA, "Forest", 7); // At the beginning of each end step, if a +1/+1 counter was placed on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter. addCard(Zone.HAND, playerA, "Fairgrounds Trumpeter", 1); // Creature 2/2 {2}{G} // Vigilance, trample // <i>Converge</i> — Woodland Wanderer enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. addCard(Zone.HAND, playerA, "Woodland Wanderer", 1); // Creature 2/2 {3}{G} castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Woodland Wanderer"); castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Fairgrounds Trumpeter"); setStopAt(1, PhaseStep.END_TURN); execute(); assertPowerToughness(playerA, "Woodland Wanderer", 3, 3); assertPowerToughness(playerA, "Fairgrounds Trumpeter", 3, 3); } @Test public void testSoulstingerNormal() { addCard(Zone.BATTLEFIELD, playerA, "Swamp", 4); // When Soulstinger enters the battlefield, put two -1/-1 counter on target creature you control. // When Soulstinger dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on Soulstinger. addCard(Zone.HAND, playerA, "Soulstinger", 1); // Creature 4/5 {3}{B} addCard(Zone.BATTLEFIELD, playerB, "Mountain", 5); // Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature. addCard(Zone.HAND, playerB, "Turn to Slag", 1); // Sorcery {3}{R}{R} addCard(Zone.BATTLEFIELD, playerB, "Pillarfield Ox", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Soulstinger"); addTarget(playerA, "Soulstinger"); castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Turn to Slag", "Soulstinger"); setStopAt(2, PhaseStep.END_TURN); execute(); assertGraveyardCount(playerA, "Soulstinger", 1); assertGraveyardCount(playerB, "Turn to Slag", 1); assertPowerToughness(playerB, "Pillarfield Ox", 0, 2); } /** * Soulstinger died and gave a -1/-1 counter to an opponent's creature. * Soulstinger had no -1/-1 counters on it, but the opponent's creature did, * so maybe checking quantity of counters on the wrong creature? */ @Test public void testSoulstinger() { addCard(Zone.BATTLEFIELD, playerA, "Swamp", 4); // When Soulstinger enters the battlefield, put two -1/-1 counter on target creature you control. // When Soulstinger dies, you may put a -1/-1 counter on target creature for each -1/-1 counter on Soulstinger. addCard(Zone.HAND, playerA, "Soulstinger", 1); // Creature 4/5 {3}{B} addCard(Zone.BATTLEFIELD, playerA, "Silvercoat Lion", 1); addCard(Zone.BATTLEFIELD, playerB, "Mountain", 5); // Turn to Slag deals 5 damage to target creature. Destroy all Equipment attached to that creature. addCard(Zone.HAND, playerB, "Turn to Slag", 1); // Sorcery {3}{R}{R} addCard(Zone.BATTLEFIELD, playerB, "Silvercoat Lion", 1); castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Soulstinger"); addTarget(playerA, "Silvercoat Lion"); castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Turn to Slag", "Soulstinger"); setStopAt(2, PhaseStep.END_TURN); execute(); assertGraveyardCount(playerA, "Silvercoat Lion", 1); assertGraveyardCount(playerA, "Soulstinger", 1); assertGraveyardCount(playerB, "Turn to Slag", 1); assertPowerToughness(playerB, "Silvercoat Lion", 2, 2); } }