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Manalink Update 8/11 - M11

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Re: M11 - ready for testing (last updated 8/11/10)

Postby whelp » 13 Aug 2010, 07:05

game crashed after choosing Gaea´s Revenge with Rise from the Grave
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Re: M11 - ready for testing (last updated 8/11/10)

Postby Berlos » 14 Aug 2010, 19:27

Some more bugs from 8/11/10:
- Case of Garruk's Packleader is becoming stranger because I noticed that it's not only drawing card for itself but also returning creature with 3+ power to your opponent hand when Garruk's Packleader is under his control draws two cards for him.
- Small but maybe easy to repair - Creatures exiled with Mystifying Maze returns into play as a copy leaving original still exiled.
- AEther Adept doesn't appear in debug add card to play/to hand list.
- There is still one card left in M11 sealed from another set - Serra Avatar.
- Brittle Effigy does not tap and exile itself upon announcement of its ability.
- Clone when makes copy of Grave Titan creates tokens but also goes to graveyard.
- Clone when makes copy of Chandra's Spitfire and you trigger its ability becomes blue for end of phase.
- Opponent's Sacred Wolf cannot be countered by your spells.
- Opponent's Greater Basilisk cannot be killed by player's creatures with Deathtouch.
Last edited by Berlos on 18 Aug 2010, 21:27, edited 2 times in total.
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Re: M11 - ready for testing (last updated 8/11/10)

Postby aww1979 » 15 Aug 2010, 19:33

Bugs spotted in the tournament:

-If Plated Geopede and Rampaging Baloths are in play at the same time, Geopede will not grow from landfall
-Squadron Hawk crashed the game once when AI cast it, but I don't know if it was specific to that card. It worked many other times in that group on both sides.
-Oracle of Mul Daya will let me play more lands than I should (at least one more, don't know about more than that as I didn't cheat to test it)
-One game I used crystal ball and put a mountain on top, and when I drew, the card was Mystifying Maze. This may have been user error with the card interface, but just in case anyone else sees this happen I'll mention it.
-Lifelink trampling creatures give you life twice. For instance, a 7/5 baneslayer with trample (from Sword of Vengeance) does 7 damage to a 1/1 blocker. I gain 7 life (as I should) but also gain ANOTHER 6 life after that when the trample damage hits the player.

Possible bug (depends on rules)
-Lifelink creatures that damage a planeswalker do not give life to their controller

-Other bugs/approximations that I'm pretty sure are already known:
-Solemn Offering can destroy planeswalkers
-Emrakul cannot be targeted by Eldrazi Conscription
-Eldrazi spawn with summoning sickness cannot be sacrificed for mana when in the middle of casting a spell; you have to sacrifice them beforehand, or cancel the spell, sac them, and recast it.
-Autotapping Eldrazi Temple for mana loses the extra mana if you have to cancel the spell for some reason. (happened when I had to cancel spells because of the above issue with spawn)
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Re: M11 - ready for testing (last updated 8/11/10)

Postby Sonic » 16 Aug 2010, 03:09

When I tried to Clone the AI's Sengir Vampire... it turned into a Swamp!
Although, it seems to happen when cloning other creatures to if the AI has a Swamp in play.
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Re: M11 - ready for testing (last updated 8/11/10)

Postby stassy » 16 Aug 2010, 04:49

Sonic wrote:When I tried to Clone the AI's Sengir Vampire... it turned into a Swamp!
Although, it seems to happen when cloning other creatures to if the AI has a Swamp in play.
Just tested it in Constructed/Limited, and yes I can confirm that using Clone on a Sengir Vampire will create a card Swamp with 46 counter on it even if the AI has nothing in his hand (nor Swamp in his deck).

It's a weird issue because I was sure Clone was no longer in the Constructed/Limited card list (thus couldn't test it since I am no longer able to edit/add cards).
It was in the Deck Builder but is not found in the debug mode, might be another id card issue
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Re: M11 - ready for testing (last updated 8/11/10)

Postby Broolex » 18 Aug 2010, 01:42

Viscera Seer goes directly to the graveyard when I cast it.
Back to Nature kills planewalkers.

The delete draft decks function doesn't work! The draft decks are still on the list and are selected by AI!
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Re: M11 - ready for testing (last updated 8/11/10)

Postby stassy » 18 Aug 2010, 04:40

Broolex wrote:Viscera Seer goes directly to the graveyard when I cast it.
Back to Nature kills planewalkers.

The delete draft decks function doesn't work! The draft decks are still on the list and are selected by AI!
You are not using the last version (8/11/10) because the Viscera Seer bug has been fixed 2 updates ago (you need to check often the same thread because jatill can update the same update several times in a row, especially the 1st post)
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Re: M11 - ready for testing (last updated 8/11/10)

Postby Cognis » 18 Aug 2010, 10:30

Actually Viscera Seer works fine in Limited but it doesn't work in custom.
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Re: M11 - ready for testing (last updated 8/11/10)

Postby stassy » 18 Aug 2010, 13:39

Well for me the whole custom system is currently completely broken, it even ninja renamed all my playdeck folder decks instead of working on the cusdeck folder :D
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Re: M11 - ready for testing (last updated 8/11/10)

Postby jatill » 18 Aug 2010, 13:58

stassy wrote:Well for me the whole custom system is currently completely broken, it even ninja renamed all my playdeck folder decks instead of working on the cusdeck folder :D
Who wrote that piece of crap anyway? :/
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Re: M11 - ready for testing (last updated 8/11/10)

Postby BlueBabyDragon » 21 Aug 2010, 05:54

A couple of things I noticed:

- If Scroll Thief's damage is prevented with Safe Passage, it still draws its controller a card.
- Roc Egg can attack as though it didn't have defender.
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Re: M11 - ready for testing (last updated 8/11/10)

Postby maka » 22 Aug 2010, 22:16

great job,dudes, everything's working fine except for 1 thing: i don't get the mana link 'jewel' on the top corner. is that normal? i would really like to have a few games of this with my mate...
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Re: M11 - ready for testing (last updated 8/11/10)

Postby stassy » 23 Aug 2010, 04:04

The last update remove the ability to play in multiplayer, hence the jewel disability.
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Re: M11 - ready for testing (last updated 8/11/10)

Postby maka » 23 Aug 2010, 13:32

argh....seriously??? what a shame.......
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Re: M11 - ready for testing (last updated 8/11/10)

Postby jatill » 23 Aug 2010, 13:51

stassy wrote:The last update remove the ability to play in multiplayer, hence the jewel disability.
I don't know about that. The last update didn't touch any code that could impact multiplayer, unless somehow the code for Clone is a key component for multiplayer!
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