Loops
by mtgrares
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Loops
by 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.
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.
Re: Loops
by Marek14 » 10 Dec 2016, 06:52
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.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.
Re: Loops
by 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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