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Merge pull request #1652 from drmDev/master
Mulldrifter tests for reported bug and new card implementation Abyssal Nocturnus
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Mage.Sets/src/mage/sets/guildpact/AbyssalNocturnus.java
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Mage.Sets/src/mage/sets/guildpact/AbyssalNocturnus.java
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/*
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* Copyright 2010 BetaSteward_at_googlemail.com. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are
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* permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this list of
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* conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice, this list
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* of conditions and the following disclaimer in the documentation and/or other materials
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* provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY BetaSteward_at_googlemail.com ``AS IS'' AND ANY EXPRESS OR IMPLIED
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* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL BetaSteward_at_googlemail.com OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* The views and conclusions contained in the software and documentation are those of the
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* authors and should not be interpreted as representing official policies, either expressed
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* or implied, of BetaSteward_at_googlemail.com.
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*/
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package mage.sets.guildpact;
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import java.util.UUID;
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import mage.MageInt;
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import mage.abilities.Ability;
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import mage.abilities.common.DiscardsACardOpponentTriggeredAbility;
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import mage.abilities.effects.Effect;
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import mage.abilities.effects.common.continuous.BoostSourceEffect;
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import mage.abilities.effects.common.continuous.GainAbilitySourceEffect;
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import mage.abilities.keyword.FearAbility;
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import mage.cards.CardImpl;
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import mage.constants.CardType;
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import mage.constants.Duration;
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import mage.constants.Rarity;
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/**
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*
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* @author escplan9 (Derek Monturo - dmontur1 at gmail dot com)
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*/
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public class AbyssalNocturnus extends CardImpl {
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public AbyssalNocturnus(UUID ownerId) {
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super(ownerId, 43, "Abyssal Nocturnus", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{1}{B}{B}");
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this.expansionSetCode = "GPT";
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this.subtype.add("Horror");
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this.power = new MageInt(2);
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this.toughness = new MageInt(2);
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// Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn.
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Effect boostEffect = new BoostSourceEffect(2, 2, Duration.EndOfTurn);
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boostEffect.setText("{this} gets +2/+2");
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Ability ability = new DiscardsACardOpponentTriggeredAbility(boostEffect, false); // not optional
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Effect fearEffect = new GainAbilitySourceEffect(FearAbility.getInstance(), Duration.EndOfTurn);
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fearEffect.setText("and gains fear until end of turn");
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ability.addEffect(fearEffect);
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this.addAbility(ability);
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}
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public AbyssalNocturnus(final AbyssalNocturnus card) {
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super(card);
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}
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@Override
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public AbyssalNocturnus copy() {
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return new AbyssalNocturnus(this);
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}
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}
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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.single;
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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 escplan9 (Derek Monturo - dmontur1 at gmail dot com)
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*/
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public class MulldrifterTest extends CardTestPlayerBase {
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/**
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* Reported bug: Muldrifter only draws 1 card. And only once during a turn if you haven't already drawn a card.
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* Example, If it is my turn and I play Muldrifter, no card is drawn for trigger.
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*
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* If it is not my turn and I play Ghostly Flicker targeting Eternal Witness and Muldrifter, when Muldrifter enters play, only 1 card is drawn.
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*
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* If I repeat the same thing in the same turn, the second time Muldrifter enters the battlefield, no cards are drawn.
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*/
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@Test
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public void testMulldrifterNotEvoked() {
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// {4}{U} When Mulldrifter enters the battlefield, draw two cards.
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addCard(Zone.HAND, playerA, "Mulldrifter"); // 2/2
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mulldrifter");
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setChoice(playerA, "No"); // cast regularly, not evoked
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Mulldrifter", 1);
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assertHandCount(playerA, 2); // should have drawn 2 cards
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}
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/**
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*
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*/
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@Test
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public void testMulldrifterEvoked() {
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// {4}{U} When Mulldrifter enters the battlefield, draw two cards. Evoke {2}{U}
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addCard(Zone.HAND, playerA, "Mulldrifter"); // 2/2
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addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mulldrifter");
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setChoice(playerA, "Yes"); // only paid evoke cost
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Mulldrifter", 0);
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assertGraveyardCount(playerA, "Mulldrifter", 1);
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assertHandCount(playerA, 2); // should have drawn 2 cards
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}
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/**
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*
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*/
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@Test
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public void testMulldrifterFlickered() {
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// {4}{U} When Mulldrifter enters the battlefield, draw two cards. Evoke {2}{U}
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addCard(Zone.BATTLEFIELD, playerA, "Mulldrifter"); // 2/2
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addCard(Zone.BATTLEFIELD, playerA, "Merfolk Looter"); // 1/1
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addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
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// Ghostly Flicker {2}{U} Instant
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// Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
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addCard(Zone.HAND, playerA, "Ghostly Flicker");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ghostly Flicker");
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addTarget(playerA, "Mulldrifter^Merfolk Looter");
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setChoice(playerA, "No"); // do not pay evoke cost
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, "Mulldrifter", 1);
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assertPermanentCount(playerA, "Merfolk Looter", 1);
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assertGraveyardCount(playerA, "Ghostly Flicker", 1);
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assertHandCount(playerA, 2); // should have drawn 2 cards
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}
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}
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