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- Updated UT for Auratouched Mage
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1 changed files with 6 additions and 7 deletions
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@ -29,6 +29,7 @@ package org.mage.test.cards.abilities.other;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Ignore;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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@ -46,9 +47,9 @@ public class AuratouchedMageTest extends CardTestPlayerBase {
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* card and put it into your hand. Then shuffle your library.
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*
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*/
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/*
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@Ignore //If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice.
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@Test
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//If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice.
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@Ignore
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public void testAuratouchedMageEffectHasMadeIntoTypeArtifact() {
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//Any Aura card you find must be able to enchant Auratouched Mage as it currently exists, or as it most recently existed on the battlefield if it’s no
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//longer on the battlefield. If an effect has made the Mage an artifact, for example, you could search for an Aura with “enchant artifact.”
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@ -70,7 +71,7 @@ public class AuratouchedMageTest extends CardTestPlayerBase {
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assertPermanentCount(playerA, "Relic Ward", 1);
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}
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*/
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@Test
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public void testGainsLegalAura() {
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// Expected result: Brainwash gets placed on Auratouched Mage
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@ -89,8 +90,7 @@ public class AuratouchedMageTest extends CardTestPlayerBase {
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}
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/*
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@Ignore //If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice.
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//If someone knows the way to elegantly handle the test mechanism in regards to no valid targets, please modify. The test works fine in practice.
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@Test
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public void testAuratouchedMageNotOnBattlefield() {
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// Expected result: Auratouched Mage is exiled immediately after entering the battlefield, the legal aura (Brainwash) gets put into controller's hand
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@ -113,5 +113,4 @@ public class AuratouchedMageTest extends CardTestPlayerBase {
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assertLibraryCount(playerA, "Animate Wall", 1);
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}
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*/
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}
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