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Forge Release 10/16/2021 ver. 1.6.45

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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby sriracha » 08 Nov 2021, 13:35

nm - problem resolved once the gitlab site was up.
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby zitiwaffle » 11 Nov 2021, 23:13

Not sure if this is the right thread, but Ancestral Anger is missing the line of text "Draw a card."
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby TRT » 12 Nov 2021, 10:03

zitiwaffle wrote:Not sure if this is the right thread, but Ancestral Anger is missing the line of text "Draw a card."
thansk fixed
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby Elfin Flux » 14 Nov 2021, 04:44

Armored Galleon is not suppose to be able to attack unless I have an island. I do NOT have an island and it IS attacking. None of my lands have had 'island' added to them. I do have plains, mountains, black lotus, and an unequipped paradise mantle.
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby BlueTemplar » 03 Dec 2021, 20:51

Elfin Flux wrote:I've been enjoying Forge for some time. I am using MS windows on a desktop. I play and I have also been using it to test decks. I have been able to create a new quest then build a new deck. During new deck building I can import one of my decks using cut/paste of a text file. It has worked great.

I just updated to the newest version of Forge. Now when I get to the import feature, the import continues to recognize all my cards, but when I actually import them, only the cards that are in the current card catalog import. Almost none of those in my deck. I can not find any way around this, nor have I yet found any other threads about this.

I love this software and value it greatly for testing decks. Could you please reinstate this feature? Or if there is a way to do what I want already, let me know.

Thanks for all of your hard work!!
What do you mean by "in the current card catalog import" ? (Is this for quest mode only ? Why are you using this mode to playtest decks ?)

Have you seen the options now hidden in the bottom of the import window ?
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby n0m4d » 07 Dec 2021, 14:26

Commander format bugs:
Master of the Wild Hunt - Wolves deal damage to target, but don't receive any.
Ravenous Slime & Volo, Guide to Monsters combo - When a creature dies and I have a Slime & a token copy in play, +1 counters automatically go onto the token. Slime's ability seems like a continuous effect and the counters should go onto the most recent to enter the battlefield, which would be the regular card.
Admiral Beckett Brass - If I blink one of the 3 combat-damage-dealing pirates (with say a Thassa, Deep-Dwelling or Siren's Ruse) after combat but before the Admiral's ability triggers, the game doesn't count that pre-blinked pirate as having dealt combat damage and does not trigger the Admiral's ability.
Banned Commander cards - All of the banned cards are able to be put into decks and the 'Random Commander Card-based Decks' have banned cards and commanders in them as well. https://magic.wizards.com/en/content/commander-format (hopefully trustworthy outside links are cool, I'm kind of new here.)
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Re: Forge Release 10/16/2021 ver. 1.6.45

Postby Marek14 » 08 Dec 2021, 07:15

n0m4d wrote:Ravenous Slime & Volo, Guide to Monsters combo - When a creature dies and I have a Slime & a token copy in play, +1 counters automatically go onto the token. Slime's ability seems like a continuous effect and the counters should go onto the most recent to enter the battlefield, which would be the regular card.
Looking at https://www.mtgassist.com/cards/Command ... e/rulings/, the controller of the creature that dies is actually the one who decides which Ravenous Slime gets the counters in case there is more than one.
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