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Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU FIND

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Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU FIND

Postby Gargaroz » 29 Jul 2014, 01:08

Last edited by Aswan jaguar on 09 Dec 2014, 15:46, edited 3 times in total.
Reason: unsticky
----
- 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: Optional CIP trigger mandatory

Postby Aswan jaguar » 29 Jul 2014, 13:19

I double checked all these and only 1 was reported before and not answered by Gargaroz to that post.
Nexro (as he decided to deal with the mandatory/optional bugs for good)will be happy for 2 reasons:
1- Gargaroz fixed more than the already reported so he won't have to check & report them.
2- Also Gargaroz asked to put them here so there is no need for a formal bug report a simple list is sufficient unless some cases differ somehow. :lol:
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Re: Optional CIP trigger mandatory

Postby Nexhro » 29 Jul 2014, 18:47

Aswan jaguar wrote:2- Also Gargaroz asked to put them here so there is no need for a formal bug report a simple list is sufficient unless some cases differ somehow. :lol:
This is exactly what I had originally suggested - your reply implied that you thought it was related to that Thoctar report, which it wasn't.
It pretty much became a formulaic copy/paste job at some point, but submitting a list like this would have saved a lot of time.

Anyways, I systematically checked all the ones I could find with "[...] dies, you may", "[...] battlefield, you may" (which also includes clauses related to a creature leaving the battlefield), "[...] step, you may", and "[...] upkeep, you may" by putting them in 60 card singleton decks, drawing and playing each of them and taking notes which I used to later report the bugs I found. Granted, I might have missed a few, but the majority should be covered.

Oh, and misspelling my nickname is something I take very personal. I'll remember that, Aswan jaguar ;)
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby RanDomino » 30 Jul 2014, 15:02

Will most of these still be allowed to be made mandatory via "Duh Mode"? For example Solemn Simulacrum's ETB used to be mandatory, and now it's optional, but now even with Duh Mode on it's still optional, so an errant press of Enter will skip it.
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Gargaroz » 02 Aug 2014, 15:01

@RanDomino: the problem is, it's not exactly easy to define a "duh" situation in Magic. There are so many variants and moments you could think "No ! Why this is mandatory ? Why I cannot skip that ?".
As for Hired Giant, fixed in 13ad34a
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby RanDomino » 04 Aug 2014, 04:49

Gargaroz wrote:@RanDomino: the problem is, it's not exactly easy to define a "duh" situation in Magic. There are so many variants and moments you could think "No ! Why this is mandatory ? Why I cannot skip that ?".
I could make a list, maybe? Although, while I can find all the "When*may" and "At*may" cards in the Manalink Deckbuilder I'm not sure which ones already respond to Duh mode, and there are quite a lot so I don't really want to test them all... Maybe, I could just go through these three lists on the bugfix forum, plus special requests?
(also, Angel of Finality isn't optional)

Edit: A list of suggested cards to trigger automatically in Duh mode, culled from the first post in this thread
Academy Researchers
Anarchist
Avenger of Zendikar
Blood Seeker
Cartographer
Detention Sphere
Duplicant
Elvish Pioneer
Emeria's Angel
Fierce Empath
Garruk's Packleader
Gatecreeper Vine
Gigantiform
Goblin Matron
Godo, Bandit Warlord
Grozoth
Gwyllion Hedge-Mage (first ability only, if possible)
Hoarding Dragon (first ability only, if possible)
Hoverguard Sweepers (special case- says "up to" so even if you choose to trigger the ability you can still just pick zero targets)
Howling Wolf
Iname as One
Iname, Death Aspect
Kor Cartographer
Llanowar Sentinel (special case- even if you use the ability, you should be able to cancel instead of paying 1G; not sure if this is how it currently works)
Mana Echoes
Mighty Emergence
Mycosynth Wellspring
Nightshade Assassin (special case- even if you use the ability, you should be able to reveal zero cards)
Quest for the Goblin Lord
Ranger of Eos
Screaming Seahawk
Scrivener
Selkie Hedge-Mage (first ability only, if possible)
Shattered Angel
Silverglade Elemental
Sphinx Summoner
Squadron Hawk
Stoneforge Mystic
Suture Priest
Thicket Elemental (isn't that why I kicked it?)
Treasure Hunter
Treasure Mage
Trench Gorger
Yavimaya Granger

In general, I'd say anything that 'simply' does the following (meaning it does one or more of the following but nothing else) should trigger automatically in Duh mode:
-Gains life or causes opponent to lose life
-Increases power/toughness of my creatures or reduces power/toughness of opponent's creatures
-Searches library for one or more cards and moves them to hand or battlefield
-Moves a card from graveyard to hand or battlefield
-Puts a token creature on the battlefield under my control
-Draws one or more cards
-Adds mana to my mana pool
-Untaps any permament
-Taps any permanent of a non-specific type (for example, Pestermite should be automatic because I can just untap one of my lands tap an opponent's land; Leonin Snarecaster should not be automatic because it would force me to tap a creature of mine if I'm the only player who controls any creatures)
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Gargaroz » 05 Aug 2014, 13:38

Well, some like to have full control, and others like a more "smooth" play style, so, to make it even, if you're of the first kind just disable "duh_mode" and if you're of the second keep "duh_mode" on and every trigger that is optional will be mandatory from now on.
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- 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: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Gargaroz » 05 Aug 2014, 14:09

Also, for avoiding problems with the new version of "duh_mode", I set up things in a way that some triggers will be become optional if you're at 5 life or less and you're supposed to pay life or if you have 10 or lesser cards in deck and you're supposed to draw / mill your own deck.
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- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby RanDomino » 06 Aug 2014, 02:19

Okay, thanks. That should be good enough the vast majority of the time, if that's simplest, especially if the triggers that are like "you may destroy/exile/etc target thing" have the cancel button active. There are a few cards which have optional triggers that can very often be bad or unwanted but they're mostly pretty fringe.

Gargaroz wrote:"duh_mode" is a tricky one, you know.
The "unilaterally 'good' effects" are not as immediate as you think: there are effects that make you lose life if you gain it or damage you if you get a creature / token.
Since I don't want to argue on what is an "unilaterally 'good' effects", from now on every trigger that is optional will be mandatory if the "duh_mode" option is active. If you want full control, just disable it
(quoting this here to keep this in one thread)
I took the cues from the attempts by the DCI to figure out how to handle missed triggers in tournaments a few years ago. For a while, the rule was that you were allowed to miss your own triggers if they did one of a certain list of 'positive' things, but you'd get warnings or even game losses for missing certain other 'negative' things. It lasted maybe six months before they realized why that was terrible.
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Gargaroz » 06 Aug 2014, 23:47

Fixed in 2a68722
----
- 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: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Aswan jaguar » 20 Aug 2014, 13:42

Boldwyr Heavyweights opponents are obliged to search - library opens automatically.
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Nexhro » 10 Sep 2014, 18:05

Living Totem - the +1/+1 counter is mandatory.
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Nexhro » 30 Sep 2014, 07:34

As of CoRM15 mini3, Emeria Angel still triggers automatically when a land enters the battlefield under its controller's control.
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Nexhro » 01 Oct 2014, 15:40

Heliod's Pilgrim's fetch is mandatory (with duh mode disabled).
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Re: Optional CIP trigger mandatory-REPORT HERE ANY MORE YOU

Postby Gargaroz » 08 Dec 2014, 16:46

All fixed in 9417d25
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- 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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