Forge Release 07/14/2020 ver 1.6.36
by mtgrares
Moderators: timmermac, Blacksmith, KrazyTheFox, Agetian, friarsol, CCGHQ Admins
Re: Forge Release 07/14/2020 ver 1.6.36
by Tamarocker88 » 31 Aug 2020, 18:36
In this scenario, was it you who owned the Crown of Doom or the opponent? To be clear, the activated ability allows control to be transferred, but not ownership. The owner gets to drop it on the field, gift it to one of their opponents, and then the opponents get to play Hot Potato with it unless someone destroys it . I use it as one of my not-so-hug cards in my Jodah group hug EDH deck. I thought the AI properly juggled ownership of the Crown of Doom between the other AI opponents successfully, but I could be wrong.peepser wrote:AI never returns Crown of Doom to me, even if it has the mana and is attacking.
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Re: Forge Release 07/14/2020 ver 1.6.36
by martinisam » 03 Sep 2020, 04:56
I don't know if anyone else has been having this issue today, but none os the current meta game decks are loading - they all say 0 decks. Yesterday this was not an issue..
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Re: Forge Release 07/14/2020 ver 1.6.36
by peepser » 03 Sep 2020, 19:54
Bartizan Bats can't be blocked by Hollowhenge Spirit. Why? They are both flyers. Bats has Sword of the Animist attached. This does not stop blocking.
Re: Forge Release 07/14/2020 ver 1.6.36
by timmermac » 04 Sep 2020, 01:43
According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
"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: Forge Release 07/14/2020 ver 1.6.36
by Spatzi » 05 Sep 2020, 01:47
Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
Re: Forge Release 07/14/2020 ver 1.6.36
by correioalternativo » 05 Sep 2020, 12:51
Diminishing Returns
How it is: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
What Forge does: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws seven cards.
*
Thank you for Forge
How it is: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
What Forge does: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws seven cards.
*
Thank you for Forge
-
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Re: Forge Release 07/14/2020 ver 1.6.36
by timmermac » 05 Sep 2020, 14:44
I see what's causing it. The attacking creature has menace, which means that a double block is required if you're going to block it.Spatzi wrote:Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
"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: Forge Release 07/14/2020 ver 1.6.36
by peepser » 05 Sep 2020, 16:22
I didn't even see that. It was hidden on the card. Easy to miss if you keep looking at card text.timmermac wrote:I see what's causing it. The attacking creature has menace, which means that a double block is required if you're going to block it.Spatzi wrote:Can’t block them. Refuses to let me use them as a blocker. A message like ‘Not valid’ pops up after ‘okay’.timmermac wrote:According to your screenshot, there doesn't seem to be an issue. The bats are the only thing attacking and your Hollowhenge is blocking it. If it wasn't able to, you wouldn't even be able to assign it.
Re: Forge Release 07/14/2020 ver 1.6.36
by AStrangerIsHere » 05 Sep 2020, 18:49
Here, add:correioalternativo wrote:Diminishing Returns
How it is: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.
What Forge does: Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws seven cards.
*
Thank you for Forge
to that lineUpto$ True | AILogic$ OptionalDraw
of the script of Diminishing Returns and that should be good.SVar:DBDraw:DB$ Draw | Defined$ Player | NumCards$ 7 | SpellDescription$ Then each player draws up to seven cards.
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Re: Forge Release 07/14/2020 ver 1.6.36
by yoshimario40 » 06 Sep 2020, 02:13
Thanks for creating the issue on gitlab. I might create a few more there just to put down some of the bugs I've seen. (If that's okay with you guys.)Northmoc1344 wrote:Off-color Auto-Pay Issues (yoshimario40) I've created an issue for this on the GIT. Please feel free to keep an eye on the progress or post more info if you make more observations.
Force of Rage tokens (Symphonic) Great catch. Here's the fix; should be implemented soon.
Unlocking new sets, booster packs (indicatie) Sounds like you're maybe referring to Quest Mode? I've asked a few people who know more about that mode than I. I'll post back when I hear something unless I see you hop on the discord.
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Re: Forge Release 07/14/2020 ver 1.6.36
by Alexey2666 » 06 Sep 2020, 11:26
Does Forge have Russian language support? And if there is how to turn it on? Maybe you need to download the russification file separately? Thank
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Re: Forge Release 07/14/2020 ver 1.6.36
by Xitax » 06 Sep 2020, 17:39
There's some kind of issue with Teferi's Puzzle Box. My opponent has one, and I have drawn a card this turn before Puzzle Box activates, and I end up with no cards in hand.
Relevant draw effects this game:
Opponent has: Leovold, Emissary of Trest, Teferi's Puzzle Box
I have: Lifecrafter's Bestiary
EDIT: apparently I draw for the turn first, which makes this a nasty lock. Gatherer re "at the beginning of your draw step ~": "The triggered ability is put onto the stack after you have already drawn your card for the turn."
Relevant draw effects this game:
Opponent has: Leovold, Emissary of Trest, Teferi's Puzzle Box
I have: Lifecrafter's Bestiary
EDIT: apparently I draw for the turn first, which makes this a nasty lock. Gatherer re "at the beginning of your draw step ~": "The triggered ability is put onto the stack after you have already drawn your card for the turn."
Re: Forge Release 07/14/2020 ver 1.6.36
by gos » 09 Sep 2020, 16:10
I ran into this bug again in version 1.6.36 today.gos wrote:Gate to the Afterlife only searches your library for God-Pharaoh's Gift. I don't think this has ever worked properly.
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Re: Forge Release 07/14/2020 ver 1.6.36
by Symphonic » 09 Sep 2020, 18:34
Two things I came across, even if they may not qualify as typical bugs:
1) Returning spells to hand:
When you return a spell to the opponent's hand when it gets to the stack (e.g. using Remand or Venser, Shaper Savant), the opponent stays with the same target of the spell when casting it again, even when this target is not legal any more.
An example that happened to me: Opponent plays Kolaghan's Command to deal damage to my planeswalker, I cast Remand in response. In the following attack phase my planeswalker dies. During the opponent's next turn, he plays Kolaghan's Command again, still targeting the same planeswalker, even though this planeswalker is not on the battlefield any more.
2) Autotapping lands:
When involving Triomes, autotapping prefers to tap your other lands, resulting in that you can't play the remaining spells in your hand. There seems to be a priority list of lands that stay untapped if possible (e.g. Karakas, Modern Horizon sac-lands,..), and per se that's a good thing. The importance of Triomes staying untapped shouldn't be higher than the option to play spells though.
Here's a screenshot of an example:
I used autotap to cast Uro, the Triome stayed untapped, hereby tapping both of my white mana sources, denying me the opportunity to play my Enlightened Tutor afterwards.
1) Returning spells to hand:
When you return a spell to the opponent's hand when it gets to the stack (e.g. using Remand or Venser, Shaper Savant), the opponent stays with the same target of the spell when casting it again, even when this target is not legal any more.
An example that happened to me: Opponent plays Kolaghan's Command to deal damage to my planeswalker, I cast Remand in response. In the following attack phase my planeswalker dies. During the opponent's next turn, he plays Kolaghan's Command again, still targeting the same planeswalker, even though this planeswalker is not on the battlefield any more.
2) Autotapping lands:
When involving Triomes, autotapping prefers to tap your other lands, resulting in that you can't play the remaining spells in your hand. There seems to be a priority list of lands that stay untapped if possible (e.g. Karakas, Modern Horizon sac-lands,..), and per se that's a good thing. The importance of Triomes staying untapped shouldn't be higher than the option to play spells though.
Here's a screenshot of an example:
I used autotap to cast Uro, the Triome stayed untapped, hereby tapping both of my white mana sources, denying me the opportunity to play my Enlightened Tutor afterwards.
- | Open
Re: Forge Release 07/14/2020 ver 1.6.36
by Symphonic » 09 Sep 2020, 20:23
I used Crop Rotation for Field of the Dead when I had six lands in play.
I got a Zombie token, seems as if the sacrificed land also counted towards the seven, although it shouldn't.
Screenshot:
Edit: I could even reproduce the bug with 5 lands on the battlefield (and a few lands in the graveyard) and using Crop Rotation on one of them for Field of the Dead.
I got a Zombie token, seems as if the sacrificed land also counted towards the seven, although it shouldn't.
Screenshot:
- | Open
Edit: I could even reproduce the bug with 5 lands on the battlefield (and a few lands in the graveyard) and using Crop Rotation on one of them for Field of the Dead.
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