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[fixed/closed]Sage of Lat-Nam bad activation

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[fixed/closed]Sage of Lat-Nam bad activation

Postby Nexhro » 18 Sep 2014, 15:01

Describe the Bug:
Sage of Lat-Nam often can't be activated. It isn't highlighted and can't be activated when its controller's board consists of nothing but Sage and 4 Mox Sapphires, for example. It doesn't recognize many other artifacts either, like for example Rocket Launcher, Ring of Ma'ruf or Sandals of Abdallah.

However, when certain artifacts are on the battlefield under its controller's control, Sage is highlighted and any artifact its controlelr controls, including Mox Sapphire, Rocket Launcher etc, can be sacrificed to activate its ability.
Red Mana Battery, Sunglasses of Urza, Mox Pearl and Rod of Ruin would be examples for such cards that "enable" Sage of Lat-Nam.

As soon as all cards "enabling" Sage's ability have left the battlefield (e.g. casting Red Mana Battery and Rod of Ruin, then sacrificing one of them and destroying the other), Sage's ability will be "disabled" again.


Edit: It's actually more complicated than what I had initially reported. The bug is not related to specific artufacts, but seems to appear rather randomly. So a random artifact entering / being on the battlefield will "enable" Sage and if that card has left the battlefield, Sage will be back to its "disabled" state. I've had games where I had cast 10 artifacts and I still wouldn't be able to activate Sage's ability.

The card drawing works as intended.

Which card did behave improperly ?
Sage of lat-Nam

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CoRM15 mini, duel

What exactly should be the correct behavior/interaction ?
Sage of Lat-Nam's activated ability can be activated when its controller controls at least one artifact, regardless of its name.

Are any other cards possibly affected by this bug ?
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Attachments
SagOLat1.zip
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Last edited by BAgate on 20 Oct 2014, 08:07, edited 3 times in total.
Reason: closed
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Re: [confirmed]Sage of Lat-Nam bad activation

Postby Gargaroz » 29 Sep 2014, 13:44

You swap a parameter and it's bugfest...
Fixed in beed50e
----
- 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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