[fixed/closed]Marath, Will of the Wild bad command zone
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[fixed/closed]Marath, Will of the Wild bad command zone
by Nexhro » 27 Feb 2014, 14:16
Describe the Bug:
Marath, Will of the Wild enters the battlefield without any +1/+1 counters on it when cast from the command zone.
Which card did behave improperly ?
Marath, Will of the Wild
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
BotG v2, duel
What exactly should be the correct behavior/interaction ?
Marath, Will of the Wild enters the battlefield with a number +1/+1 counters on it equal to the mana spent to cast it when cast from anywhere.
Are any other cards possibly affected by this bug ?
Since it seems to be the same issue as this, I suspect that Jeleva, Nephalia's Scourge won't trigger correctly when cast from the command zone.
Edit1: confirmed by BAgate; Edit2: changed thread title to match new report guidelines
Marath, Will of the Wild enters the battlefield without any +1/+1 counters on it when cast from the command zone.
Which card did behave improperly ?
Marath, Will of the Wild
Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
BotG v2, duel
What exactly should be the correct behavior/interaction ?
Marath, Will of the Wild enters the battlefield with a number +1/+1 counters on it equal to the mana spent to cast it when cast from anywhere.
Are any other cards possibly affected by this bug ?
Since it seems to be the same issue as this, I suspect that Jeleva, Nephalia's Scourge won't trigger correctly when cast from the command zone.
Edit1: confirmed by BAgate; Edit2: changed thread title to match new report guidelines
- Attachments
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Marath1.zip- (4.99 KiB) Downloaded 78 times
Last edited by BAgate on 14 Sep 2014, 03:16, edited 7 times in total.
Reason: closed
Reason: closed
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Re: [confirmed]Marath, Will of the Wild bad command zone
by Gargaroz » 19 Mar 2014, 01:13
I need to know one thing : does the EDH card correctly charge the extra mana when casting a General after the first time from the Command Zone ?
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- Current / medium term task: adjusting the code for making Misdirection and such usable
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Re: [confirmed]Marath, Will of the Wild bad command zone
by Korath » 19 Mar 2014, 01:28
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Re: [confirmed]Marath, Will of the Wild bad command zone
by Aswan jaguar » 19 Mar 2014, 15:47
Yes,Commanders don't get the +2 mana cost for every time after the 1st from command zone in last patch Born of the Gods v2 like they did with previous.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Re: [confirmed]Marath, Will of the Wild bad command zone
by Gargaroz » 19 Mar 2014, 16:51
Ok, fixed both bugs, the first using the new 'mana_paid' array, which is very useful.
The second bug is fixed too, in a lesser clever way, but it works.
The second bug is fixed too, in a lesser clever way, but it works.
----
- 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
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Re: [fixed]Marath, Will of the Wild bad command zone
by Nexhro » 04 May 2014, 23:48
Marath still instantly goes to graveyard when casting it from command zone in Apr14.
Player can't choose to return it to command zone when that happens, but for some reason that command zone popup seems to randomly appear some time after. In one game, I cracked a fetchland on my next turn and that triggered the popup. Selecting the "RFG" option didn't do anything and Marath stayed in the graveyard.
Player can't choose to return it to command zone when that happens, but for some reason that command zone popup seems to randomly appear some time after. In one game, I cracked a fetchland on my next turn and that triggered the popup. Selecting the "RFG" option didn't do anything and Marath stayed in the graveyard.
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Marath2.zip- (5.95 KiB) Downloaded 68 times
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Re: [still bugged]Marath, Will of the Wild bad command zone
by Gargaroz » 13 May 2014, 13:07
Fixed in f443dc5. This fixes the same bug with all the other Commanders with similar abilities.
----
- 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
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Re: [fixed]Marath, Will of the Wild bad command zone
by Nexhro » 13 May 2014, 20:54
Will this also fix the bugged Nevermore interaction?
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Re: [fixed]Marath, Will of the Wild bad command zone
by Nexhro » 14 Sep 2014, 02:08
Marath, Prossh and Jeleva are working as intended now. Thank you!
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