Merge pull request #1652 from drmDev/master

Mulldrifter tests for reported bug and new card implementation Abyssal Nocturnus
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Derek M 2016-03-24 07:20:17 -04:00
commit 42faf3b611
2 changed files with 164 additions and 0 deletions

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/*
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package mage.sets.guildpact;
import java.util.UUID;
import mage.MageInt;
import mage.abilities.Ability;
import mage.abilities.common.DiscardsACardOpponentTriggeredAbility;
import mage.abilities.effects.Effect;
import mage.abilities.effects.common.continuous.BoostSourceEffect;
import mage.abilities.effects.common.continuous.GainAbilitySourceEffect;
import mage.abilities.keyword.FearAbility;
import mage.cards.CardImpl;
import mage.constants.CardType;
import mage.constants.Duration;
import mage.constants.Rarity;
/**
*
* @author escplan9 (Derek Monturo - dmontur1 at gmail dot com)
*/
public class AbyssalNocturnus extends CardImpl {
public AbyssalNocturnus(UUID ownerId) {
super(ownerId, 43, "Abyssal Nocturnus", Rarity.RARE, new CardType[]{CardType.CREATURE}, "{1}{B}{B}");
this.expansionSetCode = "GPT";
this.subtype.add("Horror");
this.power = new MageInt(2);
this.toughness = new MageInt(2);
// Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn.
Effect boostEffect = new BoostSourceEffect(2, 2, Duration.EndOfTurn);
boostEffect.setText("{this} gets +2/+2");
Ability ability = new DiscardsACardOpponentTriggeredAbility(boostEffect, false); // not optional
Effect fearEffect = new GainAbilitySourceEffect(FearAbility.getInstance(), Duration.EndOfTurn);
fearEffect.setText("and gains fear until end of turn");
ability.addEffect(fearEffect);
this.addAbility(ability);
}
public AbyssalNocturnus(final AbyssalNocturnus card) {
super(card);
}
@Override
public AbyssalNocturnus copy() {
return new AbyssalNocturnus(this);
}
}

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/*
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package org.mage.test.cards.single;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
*
* @author escplan9 (Derek Monturo - dmontur1 at gmail dot com)
*/
public class MulldrifterTest extends CardTestPlayerBase {
/**
* Reported bug: Muldrifter only draws 1 card. And only once during a turn if you haven't already drawn a card.
* Example, If it is my turn and I play Muldrifter, no card is drawn for trigger.
*
* 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.
*
* If I repeat the same thing in the same turn, the second time Muldrifter enters the battlefield, no cards are drawn.
*/
@Test
public void testMulldrifterNotEvoked() {
// {4}{U} When Mulldrifter enters the battlefield, draw two cards.
addCard(Zone.HAND, playerA, "Mulldrifter"); // 2/2
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mulldrifter");
setChoice(playerA, "No"); // cast regularly, not evoked
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Mulldrifter", 1);
assertHandCount(playerA, 2); // should have drawn 2 cards
}
/**
*
*/
@Test
public void testMulldrifterEvoked() {
// {4}{U} When Mulldrifter enters the battlefield, draw two cards. Evoke {2}{U}
addCard(Zone.HAND, playerA, "Mulldrifter"); // 2/2
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Mulldrifter");
setChoice(playerA, "Yes"); // only paid evoke cost
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Mulldrifter", 0);
assertGraveyardCount(playerA, "Mulldrifter", 1);
assertHandCount(playerA, 2); // should have drawn 2 cards
}
/**
*
*/
@Test
public void testMulldrifterFlickered() {
// {4}{U} When Mulldrifter enters the battlefield, draw two cards. Evoke {2}{U}
addCard(Zone.BATTLEFIELD, playerA, "Mulldrifter"); // 2/2
addCard(Zone.BATTLEFIELD, playerA, "Merfolk Looter"); // 1/1
addCard(Zone.BATTLEFIELD, playerA, "Island", 5);
// Ghostly Flicker {2}{U} Instant
// Exile two target artifacts, creatures, and/or lands you control, then return those cards to the battlefield under your control.
addCard(Zone.HAND, playerA, "Ghostly Flicker");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Ghostly Flicker");
addTarget(playerA, "Mulldrifter^Merfolk Looter");
setChoice(playerA, "No"); // do not pay evoke cost
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Mulldrifter", 1);
assertPermanentCount(playerA, "Merfolk Looter", 1);
assertGraveyardCount(playerA, "Ghostly Flicker", 1);
assertHandCount(playerA, 2); // should have drawn 2 cards
}
}