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* Fixed two Morph Tests.
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2 changed files with 9 additions and 6 deletions
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@ -97,7 +97,7 @@ public class MorphTest extends CardTestPlayerBase {
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Pine Walker");
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setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
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attack(3, playerA, "face down creature");
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attack(3, playerA, "");
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activateAbility(3, PhaseStep.POSTCOMBAT_MAIN, playerA, "{4}{G}: Turn this face-down permanent face up.");
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setStopAt(3, PhaseStep.END_TURN);
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@ -113,13 +113,15 @@ public class MorphTest extends CardTestPlayerBase {
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}
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/**
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* Test triggered turn face up ability of Pine Walker did not trigger as
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* long as Pine Walker is not turned face up.
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* Test that the triggered "turned face up" ability of Pine Walker does not trigger
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* aas long as Pine Walker is not turned face up.
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*
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*/
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@Test
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public void testDoesNotTriggerFaceDown() {
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// Whenever Pine Walker or another creature you control is turned face up, untap that creature.
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addCard(Zone.HAND, playerA, "Pine Walker");
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// When Icefeather Aven is turned face up, you may return another target creature to its owner's hand.
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addCard(Zone.HAND, playerA, "Icefeather Aven");
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
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@ -129,14 +131,15 @@ public class MorphTest extends CardTestPlayerBase {
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Icefeather Aven");
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setChoice(playerA, "Yes"); // cast it face down as 2/2 creature
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attack(3, playerA, "face down creature");
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attack(3, playerA, "face down creature");
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attack(3, playerA, "");
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attack(3, playerA, "");
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activateAbility(3, PhaseStep.DECLARE_BLOCKERS, playerA, "{1}{G}{U}: Turn this face-down permanent face up.");
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setChoice(playerA, "No"); // Don't use return permanent to hand effect
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setStopAt(3, PhaseStep.POSTCOMBAT_MAIN);
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execute();
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assertLife(playerA, 20);
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assertLife(playerB, 16);
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assertHandCount(playerA, "Pine Walker", 0);
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@ -308,7 +308,7 @@ class BecomesFaceDownCreatureEffect extends ContinuousEffectImpl implements Sour
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protected int zoneChangeCounter;
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protected Ability turnFaceUpAbility = null;
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public BecomesFaceDownCreatureEffect(Costs morphCosts) {
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public BecomesFaceDownCreatureEffect(Costs<Cost> morphCosts) {
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super(Duration.WhileOnBattlefield, Outcome.BecomeCreature);
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this.zoneChangeCounter = Integer.MIN_VALUE;
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if (morphCosts != null) {
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