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c[confirmed]Banefire & co can be prevented

PostPosted: 23 May 2014, 21:46
by Nexhro
Describe the Bug:
Damage dealt by a Banefire with x ≥ 5 can be prevented. Tested this with Personal Sanctuary and Safe Passage.

Which card did behave improperly ?
Banefire

Which update are you using?(date,name)Which type(Duel,Gauntlet,Sealed Deck)
JOU v1, duel

What exactly should be the correct behavior/interaction ?
Damage dealt by a Banefire with x≥5 can't be prevented.

Are any other cards possibly affected by this bug ?
Also tested Flames of the Blood Hand -> same bug.
Affected: Arrow Storm.
Other cards possibly affected: Combust, Demonfire, Everlasting Torment, Excruciator, Flaring Pain, Lava Burst, Leyline of Punishment, Malignus, Skullcrack, Unstable Footing, Urza's Rage, Volcano Hellion and Whippoorwill
Might also occur in conjuntion with creatures like Cho-Manno, Revolutionary, Dawn Elemental, Phantom Centaur, Protean Hydra etc.

Re: [confirmed]Banefire & co can be prevented

PostPosted: 29 May 2014, 21:05
by Gargaroz
Please check with an old card like a Circle of Protection and with a more recent card : I suspect is an hardcoded bug.

Re: [confirmed]Banefire & co can be prevented

PostPosted: 07 Jun 2014, 00:54
by Nexhro
Gargaroz wrote:Please check with an old card like a Circle of Protection and with a more recent card : I suspect is an hardcoded bug.
Your assumption turned out to be correct. Neither CoP:Red nor Reverse Damage can be used to prevent damage dealt by a Banefire with x≥5.
I also tested it with cards that didn't come with the base game and it turned out that cards using/asking to target damage cards to determine which and how much damage to prevent can't prevent Banefire with x≥5 either. Thought Lash would be an example for such a card.
Cards that can be activated/cast before the spell/ability causing damage has been cast/activated can prevent that damage. Divine Deflection works like that.