Current Known Bugs list
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Current Known Bugs list
by anikitin » 18 Jan 2011, 00:12
No, he played a spell for GG, and the only lands he tapped were 2 forests, meaning he he had no mana to pay extra 1.Hellfish wrote:Fixed.anikitin wrote:Mana cost for Wizard Replica should be 3 not 1UUAre you sure the AI didn't just pay the cost? I tried here and Disrupt seems to work fine, both before and after Nettle Sentinel's triggered ability resolves.anikitin wrote:Also, multiple problems with Disrupt. AI had Nettle Sentinel and I had Disrupt. When he played a green spell, and I countered it with Disrupt, I only drew a card. When, in the same situation, I waited for Nettle Sentinel's triggered ability to leave the stack (leaving only the spell I wanted to counter), I couldn't play Disrupt at all. Normally, Disrupt works, so I guess the source of the problem is triggered abilities.
- anikitin
- Posts: 72
- Joined: 02 Nov 2010, 11:40
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by eidolon » 18 Jan 2011, 13:42
Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
AI weakness: onboard pump spells
Is there a chance that you can tell the AI, that blocking a Twinblade Slasher with a 2/2 is a pretty bad play most of the time - not to mention cards like Timberwatch Elf, who basically destroys 1 attacker/ blocker each turn.
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
AI weakness: onboard pump spells
Is there a chance that you can tell the AI, that blocking a Twinblade Slasher with a 2/2 is a pretty bad play most of the time - not to mention cards like Timberwatch Elf, who basically destroys 1 attacker/ blocker each turn.
- eidolon
- Posts: 56
- Joined: 15 Sep 2009, 22:12
- Location: Bavaria, Germany
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by cc-drake » 18 Jan 2011, 14:21
Same trick works with cards like Dimir Signet, Darkwater Catacombs, Cascade Bluffs (if you have no need for colorless mana), and Red Mana Battery (not sure).Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
Re: Current Known Bugs list
by friarsol » 18 Jan 2011, 15:07
There is a big overhaul of how Mana abilities work in the current SVN which should prevent this from happening since activating mana abilities will now appear during casting of spells (instead of showing up at the end). Also, when activating them their costs are paid during activation and not during resolution.eidolon wrote:Exploit: infinite mana with Vivid lands
The Vivid lands (Vivid Marsh) can be used to generate infinite mana by choosing to cast a spell that costs >1 mana, use the remove a counter option multiple times and canceling the spell afterwards. Now you get the chance to select 1 mana of any color to your mana pool for every time you have clicked on the card before.
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Current Known Bugs list
by craygz » 18 Jan 2011, 16:18
in the latest beta release the multi-kicker ability of Joraga Warcaller is broken.
i kicked it with 12 mana but neither my other elves nor the Warcaller itself got any +1/+1 counter.
i kicked it with 12 mana but neither my other elves nor the Warcaller itself got any +1/+1 counter.
- craygz
- Posts: 9
- Joined: 31 Dec 2010, 23:50
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by DeadSpeak » 18 Jan 2011, 20:54
Everflowing Chalice doesn't seem to accept the mana you use when you cast it...
Might be the same problem as with Joraga Warcaller...?
Might be the same problem as with Joraga Warcaller...?
- DeadSpeak
- Posts: 104
- Joined: 25 Dec 2009, 00:14
- Location: Denmark
- Has thanked: 4 times
- Been thanked: 3 times
Re: Current Known Bugs list
by anikitin » 18 Jan 2011, 23:35
Something wrong with Brain Freeze in the latest beta - played Accorder's Shield and Ruined Servitor, then Brain Freeze. Only two milling effects appeared on the stack and AI only milled 6 cards.
Also, a cost-related problem - I play Power Artifact on Grim Monolith and its untap cost was 2 in first attempt but 1 after that (while it should have remained 2).
By the way, Grim Monolith gives you a choice when untapped - untap or tap. I believe this is redundant since there is no point in untapping an untapped permanent. I think that you should only be allowed to untap when tapped and tap when untapped. This way, some time and effort will be saved when using an infinite mana combo
Also, a cost-related problem - I play Power Artifact on Grim Monolith and its untap cost was 2 in first attempt but 1 after that (while it should have remained 2).
By the way, Grim Monolith gives you a choice when untapped - untap or tap. I believe this is redundant since there is no point in untapping an untapped permanent. I think that you should only be allowed to untap when tapped and tap when untapped. This way, some time and effort will be saved when using an infinite mana combo

- anikitin
- Posts: 72
- Joined: 02 Nov 2010, 11:40
- Has thanked: 0 time
- Been thanked: 0 time
Re: Current Known Bugs list
by friarsol » 19 Jan 2011, 00:38
While it may be redundant sometimes, it isn't always redundant. There could be a situation where you need to untap the Monolith before it's actually tapped, and then tap it while the untap ability is on the stack. Since the ability doesn't say "Only activate this ability if it's tapped." I don't believe this should be changed.anikitin wrote:By the way, Grim Monolith gives you a choice when untapped - untap or tap. I believe this is redundant since there is no point in untapping an untapped permanent. I think that you should only be allowed to untap when tapped and tap when untapped. This way, some time and effort will be saved when using an infinite mana combo
- friarsol
- Global Moderator
- Posts: 7593
- Joined: 15 May 2010, 04:20
- Has thanked: 243 times
- Been thanked: 965 times
Re: Current Known Bugs list
by Zirbert » 19 Jan 2011, 02:25
.
Psychotrope Thallid doesn't charge any mana for its sac-to-draw ability. I'm guessing this happened when it got implemented in text (yay!)("Yay" for the text implementation part, I mean - I like being able to read the card code, in hopes of being able to contribute some cards someday).
Adding a 1 in the Cost$ clause in the line starting with A:AB$Draw fixes it, so that line looks like this:
http://zirbert.blogspot.com
Psychotrope Thallid doesn't charge any mana for its sac-to-draw ability. I'm guessing this happened when it got implemented in text (yay!)("Yay" for the text implementation part, I mean - I like being able to read the card code, in hopes of being able to contribute some cards someday).
Adding a 1 in the Cost$ clause in the line starting with A:AB$Draw fixes it, so that line looks like this:
- Code: Select all
A:AB$Draw | Cost$ 1 Sac<1/Saproling> | NumCards$1 | SpellDescription$Draw a card.
http://zirbert.blogspot.com
Re: Current Known Bugs list
by Chris H. » 19 Jan 2011, 02:39
Your fix is now merged into the SVN. Thank you.Zirbert wrote:.
Psychotrope Thallid doesn't charge any mana for its sac-to-draw ability.

-
Chris H. - Forge Moderator
- Posts: 6320
- Joined: 04 Nov 2008, 12:11
- Location: Mac OS X Yosemite
- Has thanked: 644 times
- Been thanked: 643 times
Re: Current Known Bugs list
by timmermac » 19 Jan 2011, 04:53





"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Current Known Bugs list
by slapshot5 » 19 Jan 2011, 05:07
Fixed in SVN. Just change W to R in the text file.timmermac wrote::!: Auntie's Hovel is incorrect. As currently implemented, it's giving a choice betweenand
instead of
and
.
-slapshot5
- slapshot5
- Programmer
- Posts: 1391
- Joined: 03 Jan 2010, 17:47
- Location: Mac OS X
- Has thanked: 25 times
- Been thanked: 68 times
Re: Current Known Bugs list
by timmermac » 19 Jan 2011, 05:08
I did in my copyslapshot5 wrote:Fixed in SVN. Just change W to R in the text file.timmermac wrote::!: Auntie's Hovel is incorrect. As currently implemented, it's giving a choice betweenand
instead of
and
.
-slapshot5
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Re: Current Known Bugs list
by timmermac » 19 Jan 2011, 05:26
Cascading into an Oblivion Ring caused an NPE. The game seems to be able to continue at this point.
"I just woke up, haven't had coffee, let alone a pee in 7 days, and I find out you stole my ass and made a ...mini-me! Carter, I should be irked currently, yes?" - Jack O'Neill
Who is online
Users browsing this forum: No registered users and 44 guests