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[fixed/closed]Marath, Will of the Wild bad command zone

PostPosted: 27 Feb 2014, 14:16
by Nexhro
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

Re: [confirmed]Marath, Will of the Wild bad command zone

PostPosted: 19 Mar 2014, 01:13
by Gargaroz
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 ?

Re: [confirmed]Marath, Will of the Wild bad command zone

PostPosted: 19 Mar 2014, 01:28
by Korath

Re: [confirmed]Marath, Will of the Wild bad command zone

PostPosted: 19 Mar 2014, 15:47
by Aswan jaguar
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.

Re: [confirmed]Marath, Will of the Wild bad command zone

PostPosted: 19 Mar 2014, 16:51
by Gargaroz
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.

Re: [fixed]Marath, Will of the Wild bad command zone

PostPosted: 04 May 2014, 23:48
by Nexhro
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.

Re: [still bugged]Marath, Will of the Wild bad command zone

PostPosted: 13 May 2014, 13:07
by Gargaroz
Fixed in f443dc5. This fixes the same bug with all the other Commanders with similar abilities.

Re: [fixed]Marath, Will of the Wild bad command zone

PostPosted: 13 May 2014, 20:54
by Nexhro
Will this also fix the bugged Nevermore interaction?

Re: [fixed]Marath, Will of the Wild bad command zone

PostPosted: 14 Sep 2014, 02:08
by Nexhro
Marath, Prossh and Jeleva are working as intended now. Thank you!