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Loops

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Loops

Postby Seravy » 08 Dec 2016, 15:23

How do I tell the game I want to execute a loop of a sequence of game actions X number of times?
Not sure how current rules work but it used to be not just possible but in fact required to do so and define a limited amount of X to make sure infinite loops don't slow the game.

Right now I'm playing a Palinchron Mana Flare deck and tapping/untapping all my lands as many times as the enemy has life total is...unrealistic to say the least. If I did this is a real game I'd actually be breaking the rules by stalling and would be forced to say "I want to do this 19 more times" instead without actually doing it.
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Re: Loops

Postby friarsol » 09 Dec 2016, 03:40

There's no way to do it, and it's not exactly an easy thing to program. (For reference, MTGO doesn't have this either)
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Re: Loops

Postby Seravy » 09 Dec 2016, 12:09

...no damage on the stack AND no loops? That's just... sad. What has MtG become? :(
I should uninstall this game right now but I can't. I'm probably going to play it again and get depressed like yesterday.
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Re: Loops

Postby squee1968 » 09 Dec 2016, 17:50

Why don't you just use a macro recorder? I'm sure you can find free ones if you do a search.
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Re: Loops

Postby Marek14 » 10 Dec 2016, 06:52

Seravy wrote:...no damage on the stack AND no loops? That's just... sad. What has MtG become? :(
I should uninstall this game right now but I can't. I'm probably going to play it again and get depressed like yesterday.
Really, the problem is that it's hard to define a loop in a way that could be detected. Loop is basically "The game state is identical to game state a while ago, except there is more of something, and maybe some unimportant variables have different values." It's really vague.
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Re: Loops

Postby Nekoatl » 18 Dec 2016, 18:48

Since MTGO was brought up, I'll mention that I once tried to down an opponent (who had around 30 life) in a multiplayer game using Guilty Conscience with Stuffy Doll, and the game was restarted before the opponent's life could be reduced to 0 (I think it was after 20 iterations). The expected behavior was that the combo would continue until the opponent lost the game, at which point the combo would be broken.
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