[still bugged]Animate Dead & co - vs Devout Lightcaster
Report wrong Card behavior to get it fixed.
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[still bugged]Animate Dead & co - vs Devout Lightcaster
by HarlequinCasts » 08 Sep 2013, 16:54
Describe the Bug:
Targeting a Kederekt Leviathan that is in your graveyard with Animate Dead causes the game client to freeze. fixed
See save file to test.
Which card did behave improperly ?
Some interaction between the two cards.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Odyssey v2
What exactly should be the correct behavior/interaction ?
Should bounce all other non-land permanents, including Animate Dead, which in turn should force you to sac Kederekt Leviathan. But I am guessing this is causing an infinite loop somehow.
Are any other cards possibly affected by this bug ?
Worldgorger Dragon
See save file to test.
Which card did behave improperly ?
Some interaction between the two cards.
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
Odyssey v2
What exactly should be the correct behavior/interaction ?
Should bounce all other non-land permanents, including Animate Dead, which in turn should force you to sac Kederekt Leviathan. But I am guessing this is causing an infinite loop somehow.
Are any other cards possibly affected by this bug ?
Worldgorger Dragon

- Attachments
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kederekt.zip
- Animate Dead Kederekt Leviathan Test
- (1.44 KiB) Downloaded 274 times
Last edited by Aswan jaguar on 25 Dec 2015, 08:13, edited 4 times in total.
Reason: still bugged by BAgate-me change title-strikethrough fix elements
Reason: still bugged by BAgate-me change title-strikethrough fix elements
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HarlequinCasts - Posts: 922
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Re: Kederekt Leviathan & Animate Dead
by Korath » 08 Sep 2013, 18:51
It's a lot easier problem than Worldgorger Dragon is.
First problem is that, even though there's a recoded Animate Dead in recoded_cards.c, and ct_all.csv has its code pointer, manalink.lds still redirects it to the exe version. So if you've tried any other evil combos like this one and they actually worked, you'll have to verify them again next patch. (If someone wants to give me a list of "interesting" cards to test with, I can test them now, and maybe fix some of them.)
The version (Gargaroz?) wrote doesn't freeze for this particular evil combo, but it does leave the Kederekt Leviathan in play. I've fixed that.
First problem is that, even though there's a recoded Animate Dead in recoded_cards.c, and ct_all.csv has its code pointer, manalink.lds still redirects it to the exe version. So if you've tried any other evil combos like this one and they actually worked, you'll have to verify them again next patch. (If someone wants to give me a list of "interesting" cards to test with, I can test them now, and maybe fix some of them.)
The version (Gargaroz?) wrote doesn't freeze for this particular evil combo, but it does leave the Kederekt Leviathan in play. I've fixed that.
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Re: Kederekt Leviathan & Animate Dead
by HarlequinCasts » 08 Sep 2013, 19:17
Very interesting! Here's a list of some cards that crash the game when I Animate Dead them, and I didn't expect them all to because some are "may" abilities or even modes.
Devout Lightcaster
Absolver Thrull
Glimmerpoint Stag
Flickerwisp
Acidic Slime
Viridian Corrupter
Indrik Stomphowler
Harmonic Sliver
War Priest of Thune
etc etc etc
It basically seems like any card that has the possibility of destroying/exiling/returning to hand an Animate Dead when it enters the battlefield from the graveyard crashes the game.
Devout Lightcaster
Glimmerpoint Stag
Flickerwisp
Acidic Slime
Harmonic Sliver
War Priest of Thune
etc etc etc
It basically seems like any card that has the possibility of destroying/exiling/returning to hand an Animate Dead when it enters the battlefield from the graveyard crashes the game.
Last edited by HarlequinCasts on 03 Feb 2014, 18:39, edited 1 time in total.
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Re: Kederekt Leviathan & Animate Dead
by Korath » 08 Sep 2013, 19:41
Most of these work just fine now. (Did Viridian Corrupter really break with the exe version? It doesn't even work on enchantments.)
Glimmerpoint Stag and Flickerwisp are a bit weird, though. Animate one and exile the Animate Dead, and it works ok initially. At the end-step trigger, it comes back and asks for another target, also correct. If you pick another Flickerwisp/Stag at that point, and target the Animate Dead then, too, the animatee gets sacrificed again (as it should), but the Animate Dead stays in play somehow. Peculiar. I'll poke at it some more, but no promises.
---
Fixed, and fixed remove-until-eot effects added during resolution of an eot effect in general; they'll return during eot next turn, like they're supposed to.
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Dance of the Dead and Necromancy fixed (and installed), too.
Glimmerpoint Stag and Flickerwisp are a bit weird, though. Animate one and exile the Animate Dead, and it works ok initially. At the end-step trigger, it comes back and asks for another target, also correct. If you pick another Flickerwisp/Stag at that point, and target the Animate Dead then, too, the animatee gets sacrificed again (as it should), but the Animate Dead stays in play somehow. Peculiar. I'll poke at it some more, but no promises.
---
Fixed, and fixed remove-until-eot effects added during resolution of an eot effect in general; they'll return during eot next turn, like they're supposed to.
---
Dance of the Dead and Necromancy fixed (and installed), too.
Last edited by Korath on 14 Sep 2013, 11:14, edited 2 times in total.
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Re: Kederekt Leviathan & Animate Dead
by HarlequinCasts » 08 Sep 2013, 21:10
Yeah I tested a bunch all at once and just jotted them down, but I have no clue why Viridian Corrupter is on the list I don't recall testing it. My bad!
Weird interactions all around. Looking forward to the patch xD Thanks!
Weird interactions all around. Looking forward to the patch xD Thanks!
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Re: [still bugged]Animate Dead & Dance of the Dead & Necroma
by BAgate » 03 Feb 2014, 18:09
Kederekt Leviathan works ok, but Devout Lightcaster asks to exile target black permenant before animate dead enters the bf, so if you don't have another black permenant, you can't get out of it.
Working on: housekeeping and archived reports
Re: [still bugged]Animate Dead & Dance of the Dead & Necroma
by Korath » 03 Feb 2014, 18:42
Rather, it asks to target a black permanent after it and Animate Dead enter the battlefield together, the Animate Dead falls off due to protection from black, and the Devout Lightcaster is sacrificed as a result.
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Re: [still bugged]Animate Dead & Dance of the Dead & Necroma
by BAgate » 03 Feb 2014, 18:44
Well, either way it still locks... 

Working on: housekeeping and archived reports
Re: [still bugged]Animate Dead & Dance of the Dead & Necroma
by Aswan jaguar » 23 Mar 2020, 13:19
Just add that this works as explained but the targeted prompt doesn't fizzle as a result of Animate Dead not being there(& no other black permanent on board of course) and keeps prompting for a target which is no longer available so only solution is to concede game.Korath wrote:Rather, it asks to target a black permanent after it and Animate Dead enter the battlefield together, the Animate Dead falls off due to protection from black, and the Devout Lightcaster is sacrificed as a result.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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