Re: Forge Beta: 11-05-2015 ver 1.5.47
Also, something is really not right as basic lands and evolving wilds are showing up as "This card not supported by Forge"...
High Quality Resources for Collectible Card Games and Home of the CCGHQ Team
https://www.slightlymagic.net/forum/
https://www.slightlymagic.net/forum/viewtopic.php?f=26&t=17868
Looks like Land Tax was never converted for appropriate handling with Multiplayer. The way the script is written, it just checks for all lands controlled by opposing players, not the most amount of lands controlled by a single opponent. So if I have 5 lands, and each of my opponents have 4 it compares 5 to 8 instead of 5 to 4.Sciamancer wrote:Hey, new user here! I'm loving Forge, especially the AI. Although it's limited, it's pretty good for testing my decks against each other.
I encountered an odd apparent bug with Land Tax, though. I'm playing EDH on the most recent Forge build, with two AI. The AI has a Land Tax and somehow triggers it every upkeep, even though it has a lot more land in play than both me and the other AI.
I was going to link to some screenshots, but unfortunately new users apparently aren't allowed to link off-site.
I haven't done any further testing, but as you can see it has allowed the AI to amass many lands. Assuming that this isn't just a bug with Land Tax alone, the only noteworthy cards I can think of are Urborg, Tomb of Yawgmoth and Exploration, which since they affect all lands in play and land plays (respectively) might mess up Land Tax's code somehow.
I had another game with not a bug, but a slight kink, I suppose. I also had one game where an AI played Darkest Hour along with Teysa, Orzhov Scion. Then another AI played an Elesh Norn, which created an infinite loop, killing some white-turned-black tokens, to generate some white tokens with Teysa, which turn black and die, creating more tokens, and so on. Unfortunately there was no Blood Artist, Butcher of Malakir, etc. to break the resulting cycle, so it just kept going. I believe that by the rules this loop would result in a draw. Such a situation might be too difficult to detect with code, I don't know. I ended up just calling it a "draw" for myself and relaunching Forge.
The issue is that the returning Wall of Nets is acting like the same object as the one that was sacrificed a few steps prior but it is not. When it returns the Wall is no longer blocking the Eldrazi, and it should neither receive combat damage or trigger it's EOC effect. Even if somehow all that could be true, since the Wall is controlled by the attacker it is not a legal blocker.schnautzr wrote:Here's a deep question that arose from what I originally thought to be a glitch during play today...
Suppose Player 1's Wall of Nets blocks Player 2's It That Betrays. Wall of Nets is sacrificed before combat damage is assigned.
Here is the resulting sequence of events (as demonstrated by Forge):
*Wall of Nets leaves the battlefield.
*All creatures exiled by Wall of Nets return to the battlefield.
*Wall of Nets returns under Player 2's control.
*Damage is assigned.
*It That Betrays is exiled and remembered by Wall of Nets.
The only ruling I see for Wall of Nets is that the exile only takes place if Wall of Nets is in play at EOC... but should its effect fizzle when it is sacrificed?
To clarify, damage was redirected to Player 1, not to Wall of Nets. The only "glitch" here if any was the EOC effect.friarsol wrote:...When it returns the Wall is no longer blocking the Eldrazi, and it should [not] receive combat damage...
There were no mana creatures, no artifacts, and nothing in the graveyard that could explain the 6th mana.Nekoatl wrote:Are you certain a 6th mana wasn't tapped from some nonland source like Birds of Paradise, for example?
Simian Spirit Guide or Elvish Spirit Guide? They are easy to overlook.gos wrote:There were no mana creatures, no artifacts, and nothing in the graveyard that could explain the 6th mana.Nekoatl wrote:Are you certain a 6th mana wasn't tapped from some nonland source like Birds of Paradise, for example?