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Counterbalance

PostPosted: 09 Mar 2011, 00:51
by Salbei
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.

[fixed by Gargaroz]Knight Exemplar

PostPosted: 09 Mar 2011, 10:08
by Xenocyde
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.

Re: [confirmed]Ninja of the Deep Hours

PostPosted: 09 Mar 2011, 15:50
by Aswan jaguar
I confirm this bug,I couldn't tell either which card intricate this.

Re: [confirmed]Ninja of the Deep Hours

PostPosted: 10 Mar 2011, 13:17
by Gargaroz
Probably a bug with Vendilion Clique, I'll let you know.

Re: [double checked] Knight of Meadowgrain[not solved]

PostPosted: 10 Mar 2011, 13:18
by Gargaroz
Seems to work now :)

Re: Counterbalance

PostPosted: 11 Mar 2011, 09:22
by KrNeki
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?

Re: Counterbalance

PostPosted: 11 Mar 2011, 13:52
by Gargaroz
Strange bug, I have to ask Jatill about.

[fixed by Gargaroz]First strike to double strike

PostPosted: 11 Mar 2011, 16:16
by Aswan jaguar
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.

[fixed by Gargaroz]Thelonite Monk

PostPosted: 12 Mar 2011, 01:26
by CirothUngol
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.

[fixed by Gargaroz]Nissa Revane-go Elf nuts

PostPosted: 12 Mar 2011, 02:26
by LittleCizur
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. #-o

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

Image

Re: Nissa - Elf Nuts

PostPosted: 12 Mar 2011, 08:56
by Xenocyde
Save game much?

Re: Nissa - Elf Nuts

PostPosted: 12 Mar 2011, 09:45
by Aswan jaguar
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.

Re: [confirmed]Thelonite Monk (?)

PostPosted: 12 Mar 2011, 10:09
by Aswan jaguar
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.

Re: Nissa - Elf Nuts

PostPosted: 12 Mar 2011, 10:52
by Aswan jaguar
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.

[fixed by Gargaroz]Berserkers of Blood Ridge

PostPosted: 12 Mar 2011, 17:05
by CirothUngol
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.