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* Added test for Dream Leash.
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/*
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* To change this license header, choose License Headers in Project Properties.
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* To change this template file, choose Tools | Templates
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* and open the template in the editor.
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*/
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package org.mage.test.cards.targets;
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import mage.constants.PhaseStep;
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import mage.constants.Zone;
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import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class TargetRestrictionsTest extends CardTestPlayerBase {
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@Test
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public void testDreamLeashWorks() {
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addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
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// Enchant permanent
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// You can't choose an untapped permanent as Dream Leash's target as you cast Dream Leash.
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// You control enchanted permanent.
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addCard(Zone.HAND, playerA, "Dream Leash"); // Enchantment {3}{U}{U}
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// Tap target creature. It doesn't untap during its controller's next untap step.
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addCard(Zone.HAND, playerA, "Take into Custody"); // Instant {U}
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addCard(Zone.BATTLEFIELD, playerB, "Sejiri Merfolk");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Take into Custody", "Sejiri Merfolk");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dream Leash", "Sejiri Merfolk");
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setStrictChooseMode(true);
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setStopAt(3, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertPermanentCount(playerA, "Dream Leash", 1);
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assertPermanentCount(playerA, "Sejiri Merfolk", 1);
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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}
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@Test
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public void testDreamLeashUntappingAsResponseToCast() {
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addCard(Zone.BATTLEFIELD, playerA, "Island", 6);
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// Enchant permanent
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// You can't choose an untapped permanent as Dream Leash's target as you cast Dream Leash.
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// You control enchanted permanent.
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addCard(Zone.HAND, playerA, "Dream Leash"); // Enchantment {3}{U}{U}
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// Tap target creature. It doesn't untap during its controller's next untap step.
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addCard(Zone.HAND, playerA, "Take into Custody"); // Instant {U}
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// Untap target creature. It gets +1/+3 until end of turn.
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addCard(Zone.HAND, playerB, "Ornamental Courage"); // Instant {G}
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addCard(Zone.BATTLEFIELD, playerB, "Forest");
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addCard(Zone.BATTLEFIELD, playerB, "Sejiri Merfolk");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Take into Custody", "Sejiri Merfolk");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Dream Leash", "Sejiri Merfolk");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerB, "Ornamental Courage", "Sejiri Merfolk", "Dream Leash");
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setStrictChooseMode(true);
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setStopAt(3, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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assertGraveyardCount(playerA, "Take into Custody", 1);
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assertGraveyardCount(playerB, "Ornamental Courage", 1);
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assertPermanentCount(playerA, "Dream Leash", 1);
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assertPermanentCount(playerA, "Sejiri Merfolk", 1);
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assertPowerToughness(playerA, "Sejiri Merfolk", 2, 1);
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assertLife(playerA, 20);
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assertLife(playerB, 20);
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}
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}
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@ -29,7 +29,7 @@ public class EmergeAbility extends SpellAbility {
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public EmergeAbility(Card card, ManaCosts<ManaCost> emergeCost) {
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public EmergeAbility(Card card, ManaCosts<ManaCost> emergeCost) {
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super(card.getSpellAbility());
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super(card.getSpellAbility());
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this.emergeCost = emergeCost.copy();
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this.emergeCost = emergeCost.copy();
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this.newId(); // Why is this neccessary? will create new id anyway or not?
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this.newId(); // Set newId because cards spell ability is copied and needs own id
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this.setCardName(card.getName() + " with emerge");
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this.setCardName(card.getName() + " with emerge");
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zone = Zone.HAND;
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zone = Zone.HAND;
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spellAbilityType = SpellAbilityType.BASE_ALTERNATE;
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spellAbilityType = SpellAbilityType.BASE_ALTERNATE;
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