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Re: Unearth

PostPosted: 19 Jun 2013, 00:58
by Gargaroz
Fixed unearth cost for Fire-Field Ogre and Shambling Remains.
The other bug is more elusive and will take more time.

[partially fixed-no return at combat]Legion's Initiative

PostPosted: 22 Jun 2013, 15:41
by stassy
Describe the Bug:
- Legion's Initiative doesn't get exiled when activating the fickle effect
- Legion's Initiative return exiled creatures at end phase
- Legion's Initiative doesn't give haste to returned creatures

Which card did behave improperly ?
Legion's Initiative

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
PDMNv2

What exactly should be the correct behavior/interaction ?
- Legion's Initiative get exiled when activating the fickle effect
- Legion's Initiative return exiled creatures at combat phase
- Legion's Initiative give haste to returned creatures

Are any other cards possibly affected by this bug ?
-

Image

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Well I think the-return-at-combat-phase is an approximation as I don't think there is a way to trigger something at combat phase unless it's an instant/trigger spell, which cannot be because Legion's Initiative is exiled as a part of a cost (a legacy card maybe?), but I still wanted to report for the sake of it :P

Re: Legion's Initiative

PostPosted: 22 Jun 2013, 16:20
by Gargaroz
All fixed. Of course, it's still an approximation.

unsolved-aproxim]Vedalken Shackles-Kira, Great Glass-Spinner

PostPosted: 24 Jun 2013, 14:10
by 0rion79
When the AI uses Vedalken Shackles while Kira, Great Glass-Spinner is on the battlefield, it can untap the shackles and still keep the captured creature. Doing so, it is able to steal all of my creatures since it doesn't "liberate" the captured creature when the artifact untaps.

Re: Vedalken Shackles with Kira, Great Glass-Spinner

PostPosted: 24 Jun 2013, 14:47
by Gargaroz
Kira's ability is just an approximation, I really don't know if this is fixable...

[unfixable-engine limitation] Urborg, tomb of Yawgmoth

PostPosted: 30 Nov 2013, 07:57
by 0rion79
When Urborg, tomb of Yawgmoth is in play, the game wrongly calculates the amount of possible mana on the battlefield, as if there were more lands on the battlefield than the current available ones, so that many cards in hand that cannot really be played, because there is not enough mana, turn yellow instead.

Re: Urborg, tomb of Yawgmoth: wrong mana calculation

PostPosted: 30 Nov 2013, 09:51
by Korath
Same problem as Chromatic Lantern.