[Fixed] Bug Archive
Moderators: BAgate, drool66, Aswan jaguar, gmzombie, stassy, CCGHQ Admins
Counterbalance
by Salbei » 09 Mar 2011, 00:51
Describe the Bug:
You cannot use the stack at all to "counter" things.
So you got exactly ONE chance to counter something or it will resolve.
It is not possible to use Brainstom or Sensei´s Divining Top before Counterbalance resolves.
Once Counterbalance fails to counter the opponents Card you got no second chance to counter the spell with a different Card (Counterspell Force of Will, etc).
This is most likely hard coded, but maybe there is a way to get a "second" chance to counter something. It works for the "old" counters as far as i know.
Which card did behave improperly ?
none
Which Version did you use ? (Constructed, Limited)
Constructed March 07 (no mod)
What exactly should be the correct behavior/interaction ?
Once Counterbalance "fails" to counter an opponents spell you should be able to cast a Counter to get rid of the thing you initially want to counter.
Are any other cards possibly affected by this bug ?
Cards that force your opponent to pay extra mana for a spell, Power Sink etc.
You cannot use the stack at all to "counter" things.
So you got exactly ONE chance to counter something or it will resolve.
It is not possible to use Brainstom or Sensei´s Divining Top before Counterbalance resolves.
Once Counterbalance fails to counter the opponents Card you got no second chance to counter the spell with a different Card (Counterspell Force of Will, etc).
This is most likely hard coded, but maybe there is a way to get a "second" chance to counter something. It works for the "old" counters as far as i know.
Which card did behave improperly ?
none
Which Version did you use ? (Constructed, Limited)
Constructed March 07 (no mod)
What exactly should be the correct behavior/interaction ?
Once Counterbalance "fails" to counter an opponents spell you should be able to cast a Counter to get rid of the thing you initially want to counter.
Are any other cards possibly affected by this bug ?
Cards that force your opponent to pay extra mana for a spell, Power Sink etc.
- Attachments
-
counterbalance.rar
- (1.81 KiB) Downloaded 347 times
Retired a long time ago. I will not reply.
-
Salbei - DEVELOPER
- Posts: 1053
- Joined: 04 Jun 2009, 10:58
- Location: Germany
- Has thanked: 3 times
- Been thanked: 2 times
[fixed by Gargaroz]Knight Exemplar
by Xenocyde » 09 Mar 2011, 10:08
Describe the Bug:
When 2X Knight Exemplar are on the battlefield, they don't grant one another indestructibility. I attacked with a 3/3 Knight Exemplar and it went straight to the graveyard after being blocked by a Sengir Vampire. They also don't even pump themselves.
Which card did behave improperly ?
Knight Exemplar
Which Version did you use ? (Constructed, Limited)
Constructed (March 7 update)
What exactly should be the correct behavior/interaction ?
If there are 2 ore more Knight Exemplars on the battlefield, they should all be indestructible and should each get +1/+1 from the other Knight(s).
Are any other cards possibly affected by this bug ?
Other "lords" that grant special abilities other than pumps, though I haven't found any other problems apart from Hand of the Praetors, which was fixed.
When 2X Knight Exemplar are on the battlefield, they don't grant one another indestructibility. I attacked with a 3/3 Knight Exemplar and it went straight to the graveyard after being blocked by a Sengir Vampire. They also don't even pump themselves.
Which card did behave improperly ?
Knight Exemplar
Which Version did you use ? (Constructed, Limited)
Constructed (March 7 update)
What exactly should be the correct behavior/interaction ?
If there are 2 ore more Knight Exemplars on the battlefield, they should all be indestructible and should each get +1/+1 from the other Knight(s).
Are any other cards possibly affected by this bug ?
Other "lords" that grant special abilities other than pumps, though I haven't found any other problems apart from Hand of the Praetors, which was fixed.
- Attachments
-
Knights.zip
- (3.04 KiB) Downloaded 315 times
Last edited by Aswan jaguar on 24 Apr 2011, 15:30, edited 2 times in total.
Reason: fixed bug
Reason: fixed bug
Re: [confirmed]Ninja of the Deep Hours
by Aswan jaguar » 09 Mar 2011, 15:50
I confirm this bug,I couldn't tell either which card intricate this.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
Re: [confirmed]Ninja of the Deep Hours
by Gargaroz » 10 Mar 2011, 13:17
Probably a bug with Vendilion Clique, I'll let you know.
----
- 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
- 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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
Re: [double checked] Knight of Meadowgrain[not solved]
by Gargaroz » 10 Mar 2011, 13:18
Seems to work now 

----
- 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
- 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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
Re: Counterbalance
by KrNeki » 11 Mar 2011, 09:22
I was also wondering about this problem and have come to the same conclusion as EviL_CLonE mentioned in the "Patches" section, that is, to change all instants and instant abilities to interrupts.
Other than the name (instant/interrupt) I think cards would function as they are supposed to under the current rules. Is there some aspect to this that I am missing?
Other than the name (instant/interrupt) I think cards would function as they are supposed to under the current rules. Is there some aspect to this that I am missing?
Re: Counterbalance
by Gargaroz » 11 Mar 2011, 13:52
Strange bug, I have to ask Jatill about.
----
- 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
- 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
- Gargaroz
- Programmer
- Posts: 7097
- Joined: 06 Nov 2009, 11:11
- Has thanked: 82 times
- Been thanked: 595 times
[fixed by Gargaroz]First strike to double strike
by Aswan jaguar » 11 Mar 2011, 16:16
Describe the Bug:
Possibly an engine or a priority action bug.AI is attacking with 2 2/3 first strikers and I block Kobold Overlord with Abu Jaffar and Kobold Drill Sergeant with 2 Kitchen Fink. Kobold Drill Sergeant should kill 1 Kitchen fink and die from the other but what happens is he kills the 1 then the first battle resolves and Kobold Overlord kills Abu Jaffar and then goes back to the 2 battle and Kobold Drill Sergeant kills my other Kitchen Fink and gets killed as if it had double strike.
Which card did behave improperly ?
I don't believe it is a card thing but I believe Abu Jaffar abillity messes with Kitchen Fink ability and first strike ability.
Which Version did you use ? (Constructed, Limited)
Constructed 7march update.
What exactly should be the correct behavior/interaction ?
Kobold Drill Sergeant kills my Kitchen Fink and gets killed by the other one without killing it.
Are any other cards possibly affected by this bug ?
-
*the save game works if you only block exactly as I did.
Possibly an engine or a priority action bug.AI is attacking with 2 2/3 first strikers and I block Kobold Overlord with Abu Jaffar and Kobold Drill Sergeant with 2 Kitchen Fink. Kobold Drill Sergeant should kill 1 Kitchen fink and die from the other but what happens is he kills the 1 then the first battle resolves and Kobold Overlord kills Abu Jaffar and then goes back to the 2 battle and Kobold Drill Sergeant kills my other Kitchen Fink and gets killed as if it had double strike.
Which card did behave improperly ?
I don't believe it is a card thing but I believe Abu Jaffar abillity messes with Kitchen Fink ability and first strike ability.
Which Version did you use ? (Constructed, Limited)
Constructed 7march update.
What exactly should be the correct behavior/interaction ?
Kobold Drill Sergeant kills my Kitchen Fink and gets killed by the other one without killing it.
Are any other cards possibly affected by this bug ?
-
*the save game works if you only block exactly as I did.
Last edited by Aswan jaguar on 25 Aug 2011, 14:52, edited 5 times in total.
Reason: fixed bug
Reason: fixed bug
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
[fixed by Gargaroz]Thelonite Monk
by CirothUngol » 12 Mar 2011, 01:26
Describe the Bug:
You constantly gain life 2 or 3 points at a time as you enter each phase of each turn.
Which card did behave improperly ?
Unsure. Your opponent has a Juggernaut and you have a Thrashing Wumpus and a land changed to Forest by a self-sacrificing Thelonite Monk.
Which Version did you use ? (Constructed, Limited)
Limited 20110307 Update using the Golden Years Mod, but the SaveGame will react the same if loaded into standard Limited.
What exactly should be the correct behavior/interaction ?
You should NOT gain life every time any turn passes from one phase to the next.
Are any other cards possibly affected by this bug ?
Unsure.
I believe the life-gaining started after the AI sacrificed it's Thelonite Monk to itself.
You constantly gain life 2 or 3 points at a time as you enter each phase of each turn.
Which card did behave improperly ?
Unsure. Your opponent has a Juggernaut and you have a Thrashing Wumpus and a land changed to Forest by a self-sacrificing Thelonite Monk.
Which Version did you use ? (Constructed, Limited)
Limited 20110307 Update using the Golden Years Mod, but the SaveGame will react the same if loaded into standard Limited.
What exactly should be the correct behavior/interaction ?
You should NOT gain life every time any turn passes from one phase to the next.
Are any other cards possibly affected by this bug ?
Unsure.
I believe the life-gaining started after the AI sacrificed it's Thelonite Monk to itself.
- Attachments
-
LifeGaining.zip
- (2.38 KiB) Downloaded 311 times
Last edited by Aswan jaguar on 15 Mar 2011, 14:41, edited 4 times in total.
Reason: fixed bug
Reason: fixed bug
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-
CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
- Location: Gulf Coast, Texas, USA
- Has thanked: 106 times
- Been thanked: 108 times
[fixed by Gargaroz]Nissa Revane-go Elf nuts
by LittleCizur » 12 Mar 2011, 02:26
Nissa Revane
I used the -7 ability, went 'Elf Nuts' - which is great, especially if you have 'Farhaven Elf' in your deck apparently.
You can pick Farhaven Elf once, then drop a land into play, and when the selection window opens again, the Farhaven Elf is still available. I was able to place over 10 Farhaven Elf cards in play, and clear out all mana from my deck (putting it all in play). And the game was more than happy to let me keep going if I wanted. I could place an infinite amount of Elves in this case.
Won the game, started a new one and tried it again - same problem.
I've included a picture of one game. Showing 10 of the card in play. The deck had only 4 when the dual started.

I used the -7 ability, went 'Elf Nuts' - which is great, especially if you have 'Farhaven Elf' in your deck apparently.
You can pick Farhaven Elf once, then drop a land into play, and when the selection window opens again, the Farhaven Elf is still available. I was able to place over 10 Farhaven Elf cards in play, and clear out all mana from my deck (putting it all in play). And the game was more than happy to let me keep going if I wanted. I could place an infinite amount of Elves in this case.
Won the game, started a new one and tried it again - same problem.

I've included a picture of one game. Showing 10 of the card in play. The deck had only 4 when the dual started.

Last edited by Aswan jaguar on 15 Mar 2011, 14:41, edited 4 times in total.
Reason: fixed
Reason: fixed
- LittleCizur
- Posts: 8
- Joined: 05 Mar 2011, 22:56
- Has thanked: 0 time
- Been thanked: 0 time
Re: Nissa - Elf Nuts
by Aswan jaguar » 12 Mar 2011, 09:45
To be able to recreate the bug and have the appropriate understanding to help developers see this:
viewtopic.php?f=86&t=4012
viewtopic.php?f=86&t=4025
and act accordingly,please.
viewtopic.php?f=86&t=4012
viewtopic.php?f=86&t=4025
and act accordingly,please.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
Re: [confirmed]Thelonite Monk (?)
by Aswan jaguar » 12 Mar 2011, 10:09
I will confirm this bug one of the craziest bugs I have ever seen. CirothUngol you came up with a bug the biggest cheater couldn't think of not only you win life as you enter each phase except combat phase also opponents phases but with each thing you do play a land win life,play a creature win life,maybe Jatill should make it a challenge if there is not a similar one.
I have destroyed in the save game the enchanted by Thelonite Monk land and the game became normal again so definitely it is a Thelonite Monk effect bug.
I have destroyed in the save game the enchanted by Thelonite Monk land and the game became normal again so definitely it is a Thelonite Monk effect bug.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
Re: Nissa - Elf Nuts
by Aswan jaguar » 12 Mar 2011, 10:52
I created this bug and also searched it is a bug since 2009 was reported.
I tested with an elf deck and it is a bug with elves that have an effect when they come in play (Farhaven Elf ,Bloodbraid Elf,Wood Elves) you select the effect the land or creature and comes into play but your Elf that was chosen by Nissa Revane stays in your library till you select all Lands or creatures in your library and then the behavior becomes normal and when you select them they disappear from the library.
I think it is a more general bug with "come into play" effects and Library.
I tested with an elf deck and it is a bug with elves that have an effect when they come in play (Farhaven Elf ,Bloodbraid Elf,Wood Elves) you select the effect the land or creature and comes into play but your Elf that was chosen by Nissa Revane stays in your library till you select all Lands or creatures in your library and then the behavior becomes normal and when you select them they disappear from the library.
I think it is a more general bug with "come into play" effects and Library.
---
Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
-
Aswan jaguar - Super Tester Elite
- Posts: 8131
- Joined: 13 May 2010, 12:17
- Has thanked: 748 times
- Been thanked: 479 times
[fixed by Gargaroz]Berserkers of Blood Ridge
by CirothUngol » 12 Mar 2011, 17:05
Describe the Bug:
If you cast Berserkers of Blood Ridge before your combat phase, it still activates the attack window... and then the attack phase-bar remains active and overlayed on top of the turn phase-bar until the end of your opponent's next combat phase.
Which card did behave improperly ?
Berserkers of Blood Ridge
Which Version did you use ? (Constructed, Limited)
Limited 20110307 Update
What exactly should be the correct behavior/interaction ?
Berserkers of Blood Ridge shouldn't activate the attack window if it was cast this turn (i.e. it has summoning sickness). Cards such as Juggernaut exhibit the correct behavior.
Are any other cards possibly affected by this bug ?
Ulamog's Crusher appears to have identical behavior.
You can cast a second Berserkers of Blood Ridge on the following turn and use the Icy Manipulator to confirm that it will occur if creatures do not attack, but will not occur if creatures do attack.
If you cast Berserkers of Blood Ridge before your combat phase, it still activates the attack window... and then the attack phase-bar remains active and overlayed on top of the turn phase-bar until the end of your opponent's next combat phase.
Which card did behave improperly ?
Berserkers of Blood Ridge
Which Version did you use ? (Constructed, Limited)
Limited 20110307 Update
What exactly should be the correct behavior/interaction ?
Berserkers of Blood Ridge shouldn't activate the attack window if it was cast this turn (i.e. it has summoning sickness). Cards such as Juggernaut exhibit the correct behavior.
Are any other cards possibly affected by this bug ?
Ulamog's Crusher appears to have identical behavior.
You can cast a second Berserkers of Blood Ridge on the following turn and use the Icy Manipulator to confirm that it will occur if creatures do not attack, but will not occur if creatures do attack.
- Attachments
-
BerserkersOfBloodRidge.zip
- (1.92 KiB) Downloaded 327 times
Last edited by Aswan jaguar on 15 Mar 2011, 14:41, edited 3 times in total.
Reason: fixed
Reason: fixed
"I thought the day had brought enough horrors for our ragged band, but the night was far worse."
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-Lucilde Fiksdotter
Shandalar 2012 Revisited
Magic: The Gathering Abandonware
-
CirothUngol - Programmer
- Posts: 431
- Joined: 13 May 2009, 21:34
- Location: Gulf Coast, Texas, USA
- Has thanked: 106 times
- Been thanked: 108 times
Who is online
Users browsing this forum: No registered users and 18 guests