fixed bug in test that skipped manual targetting
addtarget was being ignored and AI was being used to determine a target.
the spell has a target so I think this is not a bug with add target but
rather the test itself
@@ -26,8 +26,7 @@ public class PrizedAmalgamTest extends CardTestPlayerBase {
addCard(Zone.GRAVEYARD, playerA, "Prized Amalgam", 1);
addCard(Zone.BATTLEFIELD, playerA, "Swamp", 1);
- castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reanimate");
- addTarget(playerA, "Bronze Sable");
+ castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reanimate", "Bronze Sable");
setStopAt(1, PhaseStep.END_TURN);
execute();
@@ -72,8 +71,7 @@ public class PrizedAmalgamTest extends CardTestPlayerBase {
addCard(Zone.BATTLEFIELD, playerA, "Mountain", 3);
addCard(Zone.GRAVEYARD, playerB, "Prized Amalgam", 1);
- castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reanimate");
- addTarget(playerA, "Hill Giant");
+ castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reanimate", "Hill Giant");
setStopAt(1, PhaseStep.END_TURN);
execute();
@@ -95,8 +93,7 @@ public class PrizedAmalgamTest extends CardTestPlayerBase {
// Whenever a creature enters the battlefield, if it entered from your graveyard or you cast it from your graveyard, return Prized Amalgam from your graveyard to the battlefield tapped at the beginning of the next end step.
addCard(Zone.GRAVEYARD, playerB, "Prized Amalgam", 1);
- castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Necromantic Summons");
- addTarget(playerA, "Merfolk Looter");
+ castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Necromantic Summons", "Merfolk Looter");
setStopAt(1, PhaseStep.END_TURN);
execute();
