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land bug

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land bug

Postby nivmizzet1 » 21 Feb 2015, 07:59

I have a G/B/W deck, but the deck is mostly white. There is only a single green card, with a G/W split cost (rhys the redeemed), and there are no black cards, but there are a few copies of a card with black in the flashback cost (lingering souls).

Unfortunately, Riiak's deck builder doesn't recognise the flashback cost when assigning deck colours, so it assigns the deck as G/W only. That has the undesired effect of removing any swamps I've included by using ignoreCmcOver="0". If I open the deck WAD and manually change the deck to is_black="TRUE", the swamps show up in the deck manager, but the game will crash when I try to start a game with the deck.

Does anybody know how I can prevent the game from crashing and still have the swamps in the deck (without adding a black card to the deck)?
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Re: land bug

Postby MasterXploder7 » 21 Feb 2015, 08:27

I would suggest using a dual land that manually taps or adding a legendary land that adds black mana or something like City of Brass. Orzhov Keyrune or almost any mana producing artifact could be possible.

I'm slightly interested however if you would make is_green="FALSE" how that would affect the outcome because I know the fae deck uses black and blue but has black set to false. If this doesn't help request for the Community Wad section to post it's singular version of Urborg, Tomb of Yawgmoth I know for a fact it works in it's proper manner and it also allows all of your lands to become swamps which will remove any problem you face.
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Re: land bug

Postby Kithkin » 21 Feb 2015, 12:13

MasterXploder7 wrote:.... If this doesn't help request for the Community Wad section to post it's singular version of Urborg, Tomb of Yawgmoth I know for a fact it works in it's proper manner and it also allows all of your lands to become swamps which will remove any problem you face.
I was very much surprised to hear that Urborg, Tomb of Yawgmoth should be working. So I had to test the CW version. Guess what? It does NOT work properly. As you can see, there are only 2 Lands on the battlefield, but Hero's Downfall is eligible. What is this "singular version"?

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Re: land bug

Postby RiiakShiNal » 21 Feb 2015, 15:32

Bug report for failing to recognize flashback costs noted and I will address it in the next version of the Deck Builder.

As for why the deck crashes when you add swamps by setting the is_black attribute is because you have not also added basic swamps to the land pool XML. The need to generate the land pool XML is the main reason why the Deck Builder calculates the colors of the deck in the first place (to make sure that created decks don't crash the game). If you add at least one valid basic Swamp to the land pool XML it should stop the crashing issue.

Urborg, Tomb of Yawgmoth will never work properly in DotP 2014 as there are too many related engine bugs that can't be worked around.
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Re: land bug

Postby Xander9009 » 22 Feb 2015, 07:06

Urborg, Tomb of Yawgmoth should be fixed to prevent free mana like that. To be clear, it should NOT be making them swamps. It appears it should actually be giving each one the ability to manually tap for one black mana. It's about as close as it can get. It was incorrectly always granting the backup mana ability. Because of the issues with it, the backup ability has been removed completely, leaving only the manual tap ability. Effects that count swamps will NOT count all lands. It will only count natural swamps. But the mana ability should work.
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Re: land bug

Postby nivmizzet1 » 22 Feb 2015, 07:32

RiiakShiNal wrote:As for why the deck crashes when you add swamps by setting the is_black attribute is because you have not also added basic swamps to the land pool XML. The need to generate the land pool XML is the main reason why the Deck Builder calculates the colors of the deck in the first place (to make sure that created decks don't crash the game). If you add at least one valid basic Swamp to the land pool XML it should stop the crashing issue.
Of course! Thanks :D
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Re: land bug

Postby Kithkin » 22 Feb 2015, 14:21

Xander9009 wrote:Urborg, Tomb of Yawgmoth should be fixed to prevent free mana like that. To be clear, it should NOT be making them swamps. It appears it should actually be giving each one the ability to manually tap for one black mana. It's about as close as it can get. It was incorrectly always granting the backup mana ability. Because of the issues with it, the backup ability has been removed completely, leaving only the manual tap ability. Effects that count swamps will NOT count all lands. It will only count natural swamps. But the mana ability should work.
I am sorry to disappoint you. The card grants free mana and basic lands don't even tap when used. The AI opponent had 2 basic lands and played a 3cc and a 4cc spell on the same turn without tapping the basic lands.
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Re: land bug

Postby RiiakShiNal » 22 Feb 2015, 15:16

Xander9009 wrote:Urborg, Tomb of Yawgmoth should be fixed to prevent free mana like that. To be clear, it should NOT be making them swamps. It appears it should actually be giving each one the ability to manually tap for one black mana. It's about as close as it can get. It was incorrectly always granting the backup mana ability. Because of the issues with it, the backup ability has been removed completely, leaving only the manual tap ability. Effects that count swamps will NOT count all lands. It will only count natural swamps. But the mana ability should work.
It still wouldn't work right take for example you have a Black/Green/Red deck with Urborg, Tomb of Yawgmoth, along with Nightmare and several other cards like multi-colour non-basic lands and Green/Red cards. With Urborg, Tomb of Yawgmoth in play the Nightmare should get 1/1 for each land in play because they are all supposed to be swamps. If you don't make lands swamps it won't work right.

Also take into account creatures with Swampwalk if lands aren't swamps their ability doesn't work right.

Other cards that may not work right with that configuration of Urborg:
Bubbling Muck
Cabal Coffers
Cho-Arrim Legate
Choking Sands
Coffin Puppets
Corrupt
Crimson Muckwader
Crusading Knight
Crypt Ghast
Dakmor Sorceress
Dragonskull Summit
Dross Golem
Drowned Catacomb
Everglades
Fendeep Summoner
Filth
Gwyllion Hedge-Mage
Hecatomb
Isolated Chapel
Jorubai Muck Lurker
Karma
Korlash, Heir to Blackblade
Kormus Bell
Lashwrithe
Liliana of the Dark Realms
Magus of the Coffers
Mind Sludge
Mire Kavu
Mire's Toll
Mutilate
Nature's Wrath
Nightmare Incursion
Nightmare Lash
Nirkana Revenant
Quag Sickness
Return of the Nightstalkers
Roots of Life
Royal Decree
Sedge Troll
Sima Yi, Wei Field Marshal
Sink into Takenuma
Slavering Nulls
Squelching Leeches
Staff of the Death Magus
Stern Judge
Tainted Wood
Tek
Tendrils of Corruption
Thelon's Chant
Veilborn Ghoul
Woodland Cemetery

Just to name a few.
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Re: land bug

Postby Xander9009 » 22 Feb 2015, 18:33

Kithkin wrote:I am sorry to disappoint you. The card grants free mana and basic lands don't even tap when used. The AI opponent had 2 basic lands and played a 3cc and a 4cc spell on the same turn without tapping the basic lands.
Sorry about that. I didn't catch the bit that added the subtype swamp, which was the reason for the free mana (in conjunction with the other bit which I already removed). Fixed, and this time tested.

@Riiak: You're absolutely right. And that's why I specifically said it wouldn't make it count as a swamp for anything which relies on lands having the Swamp subtype. In-game it shows that the granted ability is actually "{T}: Add {B} to your mana pool." So, while it doesn't do what it's really supposed to, in-game, at least, it's clear (and in the deck-builder).
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