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[still bug]Karn Liberated restart storm counters & play land

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[still bug]Karn Liberated restart storm counters & play land

Postby stassy » 15 Apr 2014, 11:51

Describe the Bug:
When Karn Liberated restart ability is activated, all cards are removed from play, EDH and RuleEngine included, which result in messed up cards relying on them.

Which card did behave improperly ?
Karn Liberated

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
2014/02/18: Born of the Gods v2 - DUEL

What exactly should be the correct behavior/interaction ?
Karn Liberated restart + EDH/RuleEngine = no bugfest

Are any other cards possibly affected by this bug ?
-

Even before restart there are some weird issue with Karn Liberated and EDH.

Image

RFG message while Commander was not in play

Image

Once restarted, Witchbane Orb give hexproof to all players

Image

Spells relying on RuleEngine cannot be cast

Image

Some spells can be cast without target, and so on...
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Last edited by Aswan jaguar on 15 Feb 2016, 15:39, edited 7 times in total.
Reason: still bugged-strikethrough fixed-retitle to bug
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Re: Karn Liberated restart + EDH/RuleEngine = bugfest

Postby Gargaroz » 15 Jul 2014, 16:44

Fixed in 279af21
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed]Karn Liberated restart + EDH/RuleEngine = bugfest

Postby Nexhro » 26 Sep 2014, 11:01

I tested this with several EDH decks of mine that run Karn Liberated. The severe bugs stassy mentioned in the original report are fixed as of CoRM15 mini2.

However, there are 2 bugs regarding the actual rules and 1 very minor cosmetic issue:

1) The EDH rules engine card will retain all its Energy counters when the game is restarted via Karn. this means that the respective commander will cost {2} more for each time it had been cast from teh command zone before the game was restarted. Restarting the game should reset that, i.e. remove al Energy counters from the EDh card.

2) If a commander is in its owner's graveyard (e.g. due to discard, mill or declining to return it to the command zone) at the time Karn's -14 ability is activated, that commander will not be in its owner's command zone after the restart.

3) This seems cosmetic, but might fuel bug 2: The legacy effect card named after the respective commander that is usually attached to the EDH rules engine card vanishes when the game is restarted. Unless the respective commander was in its owner's graveyard at the time Karn's -14 ability was activated, it can be cast from the command zone nonetheless.
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Re: [still bug]Karn Liberated restart + EDH/RuleEngine = bug

Postby Gargaroz » 06 Oct 2014, 15:36

All fixed (hopefully) in c716413
Also improved interaction with Planes.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed]Karn Liberated restart + EDH/RuleEngine = bugfest

Postby Nexhro » 12 Oct 2014, 16:43

As of CoRM15 mini4, Energy counters are removed from the EDH Rules Engine card and commanders are returned from their owner's graveyards to the respective command zones when the game is restarted by Karn's ability, so the bugs I reported last time are both fixed.

Not sure if these are new, but I noticed that energy counters used for counting the number of spells cast during a turn (=storm count) remain on the regular Rules Engine card when the game is restarted via Karn.
Also, if Karn's controller had played a land on the turn during which the game is restarted (prior to the restart), that player can't play a land on that turn after the game has been restarted.
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