package org.mage.test.cards.abilities.keywords;
import mage.abilities.Abilities;
import mage.abilities.AbilitiesImpl;
import mage.abilities.keyword.LifelinkAbility;
import mage.constants.PhaseStep;
import mage.constants.Zone;
import mage.filter.Filter;
import mage.game.permanent.Permanent;
import org.junit.Assert;
import org.junit.Test;
import org.mage.test.serverside.base.CardTestPlayerBase;
/**
* @author noxx
*/
public class SoulbondKeywordTest extends CardTestPlayerBase {
@Test
public void testPairOnCast() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 3, 3);
assertPowerToughness(playerA, "Elite Vanguard", 3, 2);
}
/**
* Tests pair on another creature without Soulbond entering battlefield
*/
@Test
public void testPairOnEntersBattlefield() {
addCard(Zone.HAND, playerA, "Elite Vanguard");
addCard(Zone.BATTLEFIELD, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Elite Vanguard");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 3, 3);
assertPowerToughness(playerA, "Elite Vanguard", 3, 2);
}
/**
* Tests two creatures with Soulbond paired with each other
*/
@Test
public void testTwoSoulbondCreaturesOnBattlefield() {
addCard(Zone.HAND, playerA, "Trusted Forcemage", 2);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 6);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 2);
assertPowerToughness(playerA, "Trusted Forcemage", 4, 4, Filter.ComparisonScope.All);
}
/**
* Tests no Soulbond effect possible on single creature
*/
@Test
public void testNoPairOnSingleCreature() {
addCard(Zone.HAND, playerA, "Trusted Forcemage", 1);
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
}
/**
* Tests Soulbond effect disabling whenever Soulbond creature changes its controller
*/
@Test
public void testChangeControllerForSoulbondCreature() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Act of Treason");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Act of Treason", "Trusted Forcemage");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 0);
assertPermanentCount(playerA, "Elite Vanguard", 1);
assertPowerToughness(playerA, "Elite Vanguard", 2, 1);
assertPermanentCount(playerB, "Trusted Forcemage", 1);
assertPowerToughness(playerB, "Trusted Forcemage", 2, 2);
}
/**
* Tests Soulbond effect disabling when paired creture changes its controller
*/
@Test
public void testChangeControllerForAnotherCreature() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Act of Treason");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Act of Treason", "Elite Vanguard");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPermanentCount(playerA, "Elite Vanguard", 0);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
assertPermanentCount(playerB, "Elite Vanguard", 1);
assertPowerToughness(playerB, "Elite Vanguard", 2, 1);
}
/**
* Tests Soulbond effect disabling when Soulbond creature changes its controller and then returns back.
* Effect should not be restored.
*/
@Test
public void testChangeControllerAndGettingBack() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Act of Treason");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Act of Treason", "Trusted Forcemage");
setStopAt(3, PhaseStep.PRECOMBAT_MAIN);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
assertPermanentCount(playerA, "Elite Vanguard", 1);
assertPowerToughness(playerA, "Elite Vanguard", 2, 1);
}
/**
* Tests that stealing creature will allow to use Soulbond ability on controller's creature
*/
@Test
public void testSoulbondWorksOnControllerSide() {
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Act of Treason");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
addCard(Zone.HAND, playerB, "Elite Vanguard");
addCard(Zone.BATTLEFIELD, playerB, "Plains", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Act of Treason", "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Elite Vanguard");
setStopAt(2, PhaseStep.BEGIN_COMBAT);
execute();
// stolen
assertPermanentCount(playerA, "Trusted Forcemage", 0);
// both paired and have boost
assertPowerToughness(playerB, "Trusted Forcemage", 3, 3);
assertPowerToughness(playerB, "Elite Vanguard", 3, 2);
}
/**
* Tests effect also disappeared when creature is returned back to owner
*/
@Test
public void testReturnBack() {
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.HAND, playerB, "Act of Treason");
addCard(Zone.BATTLEFIELD, playerB, "Mountain", 3);
addCard(Zone.HAND, playerB, "Elite Vanguard");
addCard(Zone.BATTLEFIELD, playerB, "Plains", 3);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Act of Treason", "Trusted Forcemage");
castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Elite Vanguard");
setStopAt(3, PhaseStep.PRECOMBAT_MAIN); // Effect of "Act of Treason" will end here
execute();
// returned back with no boost
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
// no boost on next turn (gets unpaired)
assertPowerToughness(playerB, "Elite Vanguard", 2, 1);
}
/**
* Tests returning one of the paired creatures back to its owner's hand
*/
@Test
public void testUnsummon() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
addCard(Zone.HAND, playerA, "Unsummon", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Unsummon", "Elite Vanguard");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Elite Vanguard", 0);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
}
/**
* Tests that it is possible to animate land and pair it on next coming Soulbond creature
*/
@Test
public void testPairOnAnimatedLand() {
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 4);
addCard(Zone.BATTLEFIELD, playerA, "Blinkmoth Nexus", 1);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}: ");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
// test paired with boost
assertPowerToughness(playerA, "Trusted Forcemage", 3, 3);
assertPowerToughness(playerA, "Blinkmoth Nexus", 2, 2);
}
/**
* Tests no effect whether land was animated after Soulbond creature has entered the battlefield
*/
@Test
public void testPairOnPostAnimatedLand() {
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 4);
addCard(Zone.BATTLEFIELD, playerA, "Blinkmoth Nexus", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
activateAbility(1, PhaseStep.BEGIN_COMBAT, playerA, "{1}: ");
setStopAt(1, PhaseStep.DECLARE_ATTACKERS);
execute();
// no effect on later animation
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
assertPowerToughness(playerA, "Blinkmoth Nexus", 1, 1);
}
/**
* Tests that creature type loss leads to Soulbond effect disabling
*/
@Test
public void testCreatureTypeLoss() {
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 4);
addCard(Zone.BATTLEFIELD, playerA, "Blinkmoth Nexus", 1);
activateAbility(1, PhaseStep.PRECOMBAT_MAIN, playerA, "{1}: ");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
setStopAt(2, PhaseStep.PRECOMBAT_MAIN);
execute();
// test boost loss
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
}
/**
* Tests that after loosing first pair it is possible to pair creature with another one
*/
@Test
public void testRebondOnNextCreature() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Phantasmal Bear");
addCard(Zone.HAND, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Forest", 3);
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.BATTLEFIELD, playerA, "Plains", 3);
addCard(Zone.BATTLEFIELD, playerA, "Island", 3);
addCard(Zone.HAND, playerA, "Lightning Bolt", 1);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Trusted Forcemage");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Lightning Bolt", "Elite Vanguard");
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Phantasmal Bear");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPermanentCount(playerA, "Elite Vanguard", 0);
assertPermanentCount(playerA, "Phantasmal Bear", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 3, 3);
assertPowerToughness(playerA, "Phantasmal Bear", 3, 3);
}
/**
* Tests Soulbond that adds an ability to both creatures
*/
@Test
public void testGrantingAbility() {
addCard(Zone.BATTLEFIELD, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Nearheath Pilgrim");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Nearheath Pilgrim");
setStopAt(1, PhaseStep.BEGIN_COMBAT);
execute();
assertPowerToughness(playerA, "Nearheath Pilgrim", 2, 1);
assertPowerToughness(playerA, "Elite Vanguard", 2, 1);
Abilities abilities = new AbilitiesImpl();
abilities.add(LifelinkAbility.getInstance());
assertAbilities(playerA, "Nearheath Pilgrim", abilities);
assertAbilities(playerA, "Elite Vanguard", abilities);
}
@Test
public void testExileAndReturnBack() {
addCard(Zone.HAND, playerA, "Elite Vanguard");
addCard(Zone.HAND, playerA, "Cloudshift");
addCard(Zone.BATTLEFIELD, playerA, "Trusted Forcemage");
addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Elite Vanguard");
setChoice(playerA, "Yes");
castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Cloudshift", "Trusted Forcemage");
setChoice(playerA, "No");
setStopAt(1, PhaseStep.END_TURN);
execute();
assertPermanentCount(playerA, "Trusted Forcemage", 1);
assertPowerToughness(playerA, "Trusted Forcemage", 2, 2);
assertPowerToughness(playerA, "Elite Vanguard", 2, 1);
Permanent trustedForcemange = getPermanent("Trusted Forcemage", playerA.getId());
Permanent eliteVanguard = getPermanent("Elite Vanguard", playerA.getId());
Assert.assertTrue(trustedForcemange.getPairedCard() == null);
Assert.assertTrue(eliteVanguard.getPairedCard() == null);
}
}