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[fixed]Animate Dead + White Knight

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[fixed]Animate Dead + White Knight

Postby travolter » 28 Jul 2019, 22:57

Describe the Bug:
White Knight should go to the graveyard after cast Animate Dead over it


Which card did behave improperly?
Animate Dead or White Knight? :-k

Which update are you using? (date, name)Which type? (duel, gauntlet, sealed deck)
Manalink dev version 250c78bd updated 11-5-19

https://www.quora.com/What-happens-when ... imate-Dead

You cast Animate Dead targeting something with protection from black in the graveyard. Let’s say it’s a White Knight. White Knight is a valid target because protection only works on the battlefield. Animate Dead enters the battlefield and the enchant line changes to “enchant creature put onto the battlefield with Animate Dead”. White Knight is returned to the battlefield. Animate Dead attempts to attach itself to White Knight, but due to protection from black, it can’t, because protection prevents black Auras from attaching. Animate Dead finishes resolving.

Before anyone gets priority, state-based actions are checked. Animate Dead is an Aura that is not attached to a “creature put onto the battlefield with Animate Dead”, so it’s put in the graveyard.

That triggers Animate Dead’s delayed trigger: “when Animate Dead leaves the battlefield, that creature’s controller sacrifices it.” You must sacrifice White Knight.

So, overall, you managed to discard your Animate Dead for two mana, and give White Knight a brief glimpse of life.

You can see this as one of the Gatherer rulings for Animate Dead:

If the creature put onto the battlefield has protection from black—or if the creature can’t legally be enchanted by Animate Dead for another reason—Animate Dead won’t be able to attach to it. It will be put into the graveyard as a state-based action, causing its delayed triggered ability to trigger. When the trigger resolves, if the creature’s still on the battlefield, its controller will sacrifice it.
Attachments
animate dead.rar
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Last edited by drool66 on 28 Nov 2021, 03:03, edited 2 times in total.
Reason: fixed
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Re: [confirmed]Animate Dead + White Knight

Postby Biggzlar » 19 Aug 2019, 14:53

Both Animate Dead and Dance of the Dead seem to be bugged as in, the creature you enchant with them is not being sacrificed when the enchantment leaves the battlefield.

Another case would be the combination of Worldgorger Dragon + Animate Dead / Dance of the Dead.
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Re: [confirmed]Animate Dead + White Knight

Postby Aswan jaguar » 21 Aug 2019, 11:55

Biggzlar wrote:Both Animate Dead and Dance of the Dead seem to be bugged as in, the creature you enchant with them is not being sacrificed when the enchantment leaves the battlefield.
I have already fixed this.
Biggzlar wrote:Another case would be the combination of Worldgorger Dragon + Animate Dead / Dance of the Dead.
However such combos, can't be made to work right in Manalink.
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Trying to squash some bugs and playtesting.
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Re: [confirmed]Animate Dead + White Knight

Postby joseluiselblanco » 05 Nov 2021, 14:04

I have a recent version and it wasn't fixed, I could animate a white knight and the knight stayed on the battlefield.
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Re: [confirmed]Animate Dead + White Knight

Postby Aswan jaguar » 05 Nov 2021, 15:25

I confirm it is bugged again in dev, too both Animate Dead and White Knight stay on the battlefield.
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Re: [confirmed]Animate Dead + White Knight

Postby drool66 » 05 Nov 2021, 17:07

Only because Animate Dead never forwards to aura(). I think it can and should do so just at:
Code: Select all
if(!IS_GS_EVENT(player, card, event))
return aura(player, card, event, NULL, NULL);
and not at the general return - especially since it's only really an enchant creature on the BF. I don't see anything in IS_GS_EVENT() events that it would need or want from aura(), but Animate Dead is so weird I wouldn't trust that without more testing. This bug is solved by returning as above though.
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Re: [confirmed]Animate Dead + White Knight

Postby joseluiselblanco » 07 Nov 2021, 08:15

Also a creature with animate dead doesn't appear when attacking.
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Re: [confirmed]Animate Dead + White Knight

Postby drool66 » 08 Nov 2021, 03:01

Also a creature with animate dead doesn't appear when attacking.
Fixed, unpushed.
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Re: [confirmed]Animate Dead + White Knight

Postby joseluiselblanco » 09 Nov 2021, 18:30

drool66 wrote:
Also a creature with animate dead doesn't appear when attacking.
Fixed, unpushed.
I'm sorry but I don't understand what "unpushed" means.
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Re: [confirmed]Animate Dead + White Knight

Postby drool66 » 10 Nov 2021, 02:28

It just means I haven't yet uploaded them to the server where the master files are kept. In other words, the bug is fixed, but only on my computer so far. It will be included in the next patch.
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Re: [confirmed]Animate Dead + White Knight

Postby joseluiselblanco » 10 Nov 2021, 12:57

Ok great!
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Re: [confirmed]Animate Dead + White Knight

Postby drool66 » 28 Nov 2021, 02:57

Fixed. I believe both in 39f82f9
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Re: [fixed]Animate Dead + White Knight

Postby joseluiselblanco » 08 Jan 2022, 15:37

I animated a Serra Angel and the game crashed.

bad parameters
get_card_instance(1, 184552193)
0: 0x0262BE09
1: 0x0261E403
2: 0x0261ED08
3: 0x025F1504
4: 0x0228AFA1
5: 0x0265A255
6: 0x02635ACC
7: 0x02636646
8: 0x026368E2
9: 0x02636939
10: 0x0261EFA3
11: 0x0260501A
12: 0x0260ABFA
13: 0x02445B89
14: 0x0265A255
15: 0x02635ACC
16: 0x02636265
17: 0x004368C6
18: 0x0261B904
19: 0x0043BFAA
20: 0x004399BD
21: 0x0047902C
22: 0x004946E9
23: 0x769EFA29
24: 0x77D37A9E
25: 0x77D37A6E

edit: tried another game, I animated other creatures but again a crash after trying to animate a Serra.
edit 2: I have the latest version released at Xmas.
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dump.txt
(455 Bytes) Downloaded 98 times
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Re: [fixed]Animate Dead + White Knight

Postby joseluiselblanco » 08 Jan 2022, 18:13

Got a crash while trying to animate a Juzam too.
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