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Merge pull request #3690 from drmDev/master
UT for #3514 unconfirmed telepath ancestral
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commit
67720167d3
1 changed files with 36 additions and 2 deletions
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@ -81,7 +81,7 @@ public class JaceTest extends CardTestPlayerBase {
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// {T}: Draw a card, then discard a card. If there are five or more cards in your graveyard,
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// exile Jace, Vryn's Prodigy, then return him to the battefield transformed under his owner's control.
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Vryn's Prodigy", 1); // {2}{R} - 3/2
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Vryn's Prodigy", 1); // {U}{1} - 0/2
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addCard(Zone.HAND, playerA, "Pillarfield Ox", 1);
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// Flash
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@ -97,7 +97,41 @@ public class JaceTest extends CardTestPlayerBase {
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assertGraveyardCount(playerA, "Pillarfield Ox", 1);
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assertExileCount("Jace, Vryn's Prodigy", 0);
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assertPermanentCount(playerA, "Jace, Telepath Unbound", 1);
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}
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@Test
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public void vrynCannotCastAncestralVisions() {
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// {T}: Draw a card, then discard a card. If there are five or more cards in your graveyard,
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// exile Jace, Vryn's Prodigy, then return him to the battefield transformed under his owner's control.
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String jVryn = "Jace, Vryn's Prodigy"; // {U}{1} 0/2
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//−3: You may cast target instant or sorcery card from your graveyard this turn. If that card would be put into your graveyard this turn, exile it instead.
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String jTelepath = "Jace, Telepath Unbound"; // 5 loyalty
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// Sorcery, Suspend 4 {U}. Target player draws three cards.
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String ancestralVision = "Ancestral Vision";
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addCard(Zone.BATTLEFIELD, playerA, "Jace, Vryn's Prodigy", 1); // {U}{1} - 0/2
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addCard(Zone.BATTLEFIELD, playerA, "Island");
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addCard(Zone.GRAVEYARD, playerA, "Island", 4);
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addCard(Zone.GRAVEYARD, playerA, ancestralVision);
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addCard(Zone.HAND, playerA, "Swamp", 1);
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "{T}: Draw a card, then discard a card. If there are five or more cards in your graveyard");
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setChoice(playerA, "Swamp");
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activateAbility(3, PhaseStep.PRECOMBAT_MAIN, playerA, "-3:");
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addTarget(playerA, ancestralVision);
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castSpell(3, PhaseStep.PRECOMBAT_MAIN, playerA, ancestralVision);
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setStopAt(3, PhaseStep.BEGIN_COMBAT);
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execute();
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assertPermanentCount(playerA, jTelepath, 1);
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assertGraveyardCount(playerA, "Swamp", 1);
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assertGraveyardCount(playerA, ancestralVision, 1);
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assertHandCount(playerA, 2); // 1 draw step + jace draw card
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assertCounterCount(playerA, jTelepath, CounterType.LOYALTY, 2);
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}
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/**
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