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[fixed/closed]Show and Tell & Engineered Explosives

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[fixed/closed]Show and Tell & Engineered Explosives

Postby HarlequinCasts » 23 Jan 2014, 17:23

Describe the Bug:
Casting Show and Tell while you have Engineered Explosives in your hand hangs the game. It happens as soon as you cast, before you ever get to choose targets or anything.

I'm sorry this is so specific. I've tested using other sunburst cards (such as Pentad Prism) and other X artifacts (such as Chimeric Mass) and they all work fine with Show and Tell. Engineered Explosives is the only problem card I've noticed.

The application just hangs and needs to be ended so I'm not sure how useful the report is:

Problem Event Name: AppHangB1
Application Name: Magic.exe
Application Version: 7.0.0.0
Application Timestamp: 4e000000
Hang Signature: 3737
Hang Type: 6144
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Which card did behave improperly ?
Show and Tell & Engineered Explosives

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
CIA v2 Jan 2014

What exactly should be the correct behavior/interaction ?
Normal Show and Tell behavior.

Are any other cards possibly affected by this bug ?
NA
Attachments
show and tell x.zip
(1.69 KiB) Downloaded 71 times
Last edited by BAgate on 25 Apr 2014, 01:08, edited 5 times in total.
Reason: closed
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Re: Show and Tell & Engineered Explosives

Postby HarlequinCasts » 23 Jan 2014, 23:19

Was able to reproduce this hang by casting Eureka while Engineered Explosives was in hand. Also by using a Master Transmuter . Seems like the commonality is any effect that lets you put an artifact into play, not just Show and Tell . (However Hypergenesis works fine)

Using a Goblin Welder to return Engineered Explosives from the graveyard also hangs.

Casting Tinker to fetch it orusing a Kuldotha Forgemaster however works fine. So perhaps its only a problem when putting into play from hand/graveyard.
Last edited by HarlequinCasts on 24 Jan 2014, 09:40, edited 1 time in total.
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Re: Show and Tell & Engineered Explosives

Postby HarlequinCasts » 24 Jan 2014, 06:43

Hmm I may have to go back on Tinker. I've seen a save that would hang in the exact same way when I cast Tinker. If I hack a Memoricide into my hand and remove Engineered Explosives from my library, Tinker will cast correctly that turn and not crash.
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Re: [confirmed]Show and Tell & Engineered Explosives

Postby HarlequinCasts » 27 Jan 2014, 23:33

Just noticed that the crash can also be triggered by Jace, Architect of Thought 's ultimate ability if Engineered Explosives is in your library. (Removing it from the library in save that would normally crash will prevent the crash).

This observation can now close the related Jace crash thread HERE

EDIT: For anyone curious, I've been playing with a few Battle of Wits decks that have tons of ways to search for and transmute various artifacts lands and enchantments. Engineered Explosives is an amazing 0 CMC card to fetch but there are just dozens of ways to crash your game if you use it in a tutor-heavy deck. I've just replaced it with a basic island and hack it into my hand any time I would get it because its easier than crashing constantly xD
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Re: [confirmed]Show and Tell & Engineered Explosives

Postby Gargaroz » 30 Jan 2014, 17:58

Well, I've arranged the code a bit and redone the menu for human player, hope everything is fine now. 9bdb390
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: [fixed by gargaroz]Show and Tell & Engineered Explosives

Postby BAgate » 12 Mar 2014, 04:22

It no longer crashes, but you can choose how mana counters to put on it when it is put into play via Show and Tell (when it should always have 0 counters).
Working on: housekeeping and archived reports
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Re: [still bugged]Show and Tell & Engineered Explosives

Postby Gargaroz » 14 Mar 2014, 21:20

Alredy fixed in dev.
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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