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Tests for reported bug on Skyline Cascade.

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drmDev 2016-03-02 22:29:42 -05:00
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/*
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*/
package org.mage.test.cards.abilities.enters;
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 SkylineCascadeTest extends CardTestPlayerBase {
/**
* Reported bug on Skyline Cascade not working properly.
*
* Test the typical situation - tapped creature not being able to untap during next untap step.
*/
@Test
public void testPreventsTappedCreatureUntapping() {
// {W} 2/1
addCard(Zone.BATTLEFIELD, playerA, "Savannah Lions");
/**
* Skyline Cascade enters the battlefield tapped.
* When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
* Tap: Add {B} to your mana pool.
*/
addCard(Zone.HAND, playerB, "Skyline Cascade");
attack(1, playerA, "Savannah Lions");
playLand(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Skyline Cascade");
addTarget(playerA, "Savannah Lions");
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
execute();
assertTapped("Savannah Lions", true);
assertTapped("Skyline Cascade", true);
}
/**
* Reported bug on Skyline Cascade not working properly.
*
* "Skyline Cascades triggered ability doesn't tap the creature. It can target any creature, tapped or untapped.
* If that creature is already untapped at the beginning of its controllers next untap step, the effect wont do anything."
* http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=402038
*
* An untapped creature will remain untapped.
*/
@Test
public void testDoesNotStopUntappedCreatureUntapping() {
// {W} 2/1
addCard(Zone.BATTLEFIELD, playerA, "Savannah Lions");
/**
* Skyline Cascade enters the battlefield tapped.
* When Skyline Cascade enters the battlefield, target creature an opponent controls doesn't untap during its controller's next untap step.
* Tap: Add {B} to your mana pool.
*/
addCard(Zone.HAND, playerB, "Skyline Cascade");
playLand(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Skyline Cascade");
addTarget(playerA, "Savannah Lions");
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
execute();
assertTapped("Savannah Lions", false);
assertTapped("Skyline Cascade", true);
}
}