Forge Beta: 02-08-2013 ver 1.3.8
by mtgrares
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by lugaru » 12 Feb 2013, 14:39
Weird... I built a very similar deck for myself and some of my lands are getting stuck, maybe the AI has stuck lands too. My deck: all gates (2 of each for a total of 20) with lots of gate related cards (Way of the Thief, Greenside Watcher, Gateway Shade) and some lands stop working after a few turns.Nordos wrote:The AIs acting quite strange, he wouldn't play cards even though he has enough mana for it.
For example: He has about 9 gates, a Gateway Shade, a Greenside Watcher and 2 Way of the Thief on the hand, yet he wouldnt cast it. It's like it is trying to have a minimum handsize of 3, or something similar.
I noticed that playing against a couple of enemies, making the a lot weaker then they could have been...
Re: Forge Beta: 02-08-2013 ver 1.3.8
by Nordos » 12 Feb 2013, 15:42
They dont stop working. The bug was already posted about 2 pages ago - it is following:
When you try to tap them for mana, it produces the mana, yet it remains untapped. It can't be used to produce mana anymore, though you can use it to activate abilities (Crackling Parameter or Gateway Shade).
Well, thats what I experienced when I played with the deck myself...
When you try to tap them for mana, it produces the mana, yet it remains untapped. It can't be used to produce mana anymore, though you can use it to activate abilities (Crackling Parameter or Gateway Shade).
Well, thats what I experienced when I played with the deck myself...
Re: Forge Beta: 02-08-2013 ver 1.3.8
by NivMizzet » 12 Feb 2013, 16:04
I also experienced the same bug when tapping the artifact lands for Clock of Omens.
Another problem with Clock of Omens is that after choosing a target and tapping the first of the two artifacts, if you click cancel the artifact you tapped for the cost will no longer untap.
Prototype Portal remembers previous imprinted cards after it was bounced back to hand and recast.
Another problem with Clock of Omens is that after choosing a target and tapping the first of the two artifacts, if you click cancel the artifact you tapped for the cost will no longer untap.
Prototype Portal remembers previous imprinted cards after it was bounced back to hand and recast.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Symphonic » 12 Feb 2013, 17:13
I've been playtesting a deck I developed for a small weekly contest.
And somehow it seems it's not possible to block with a Cho-Manno, Revolutionary when he is enchanted by a Pariah and there's a Greater Auramancy on the board.
(But I'm not having any problem when blocking with my second creature on the board, my Mother of Runes).
I don't know if I oversaw sth and I'm beware of it that in such a situation one doesn't have to block, because there won't be any lifeloss anyway, but I'm curious.
Screenshot:
And somehow it seems it's not possible to block with a Cho-Manno, Revolutionary when he is enchanted by a Pariah and there's a Greater Auramancy on the board.
(But I'm not having any problem when blocking with my second creature on the board, my Mother of Runes).
I don't know if I oversaw sth and I'm beware of it that in such a situation one doesn't have to block, because there won't be any lifeloss anyway, but I'm curious.
Screenshot:
- | Open
Re: Forge Beta: 02-08-2013 ver 1.3.8
by Luxis » 12 Feb 2013, 23:46
Hmm.. so.. I report bugs here? Okay.
Equiped my Sovereign of Lost Alara with Illusionist's Bracers.
Attacked with it.
Crash.
See ya. Good work! : )
Equiped my Sovereign of Lost Alara with Illusionist's Bracers.
Attacked with it.
Crash.
See ya. Good work! : )
Re: Forge Beta: 02-08-2013 ver 1.3.8
by jakexingu » 13 Feb 2013, 00:05
So, Crypt Ghast doesn't seem to be working. Supposed to add B when you tap a swamp you control.
Here's the card code (with .jpg code removed):
Here's the card code (with .jpg code removed):
Not sure why it's not working!Name:Crypt Ghast
ManaCost:3 B
Types:Creature Spirit
Text:no text
PT:2/2
K:Extort
T:Mode$ TapsForMana | ValidCard$ Swamp.YouCtrl | Execute$ TrigMana | TriggerZones$ Battlefield | Static$ True | TriggerDescription$ Whenever you tap a Swamp for mana, add B to your mana pool (in addition to the mana the land produces).
SVar:TrigMana:AB$Mana | Cost$ 0 | Produced$ B | Amount$ 1
Oracle:Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)\nWhenever you tap a Swamp for mana, addto your mana pool (in addition to the mana the land produces).
End
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by gos » 13 Feb 2013, 12:54
I had a Master Biomancer enchanted with Rancor in play along with an Elvish Archdruid, so the Biomancer's power was 5. I had cast a few creature cards, and all of them entered the battlefield as Mutants with 5 +1/+1 counters, until I cast Huntmaster of the Fells. The Huntmaster entered the battlefield as a Mutant with 5 +1/+1 counters, but his Wolf companion was missing any +1/+1 counters. It was still a Mutant, though.
I had the same results with Thragtusk - the original creature received the counters, but the Beast token received none. Still a Mutant, though.
I had the same results with Thragtusk - the original creature received the counters, but the Beast token received none. Still a Mutant, though.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Nordos » 13 Feb 2013, 13:19
gos - it was already posted that tokens don't come into play with any +1/+1 counters 
@ jakexingu - Crypt Ghast does work. The produced mana goes into the mana pool, though, thus when tapping a swamp in order to pay, it only pays one mana, yet at the same time a mana in the mana pool appears which you can use to pay the cost.

@ jakexingu - Crypt Ghast does work. The produced mana goes into the mana pool, though, thus when tapping a swamp in order to pay, it only pays one mana, yet at the same time a mana in the mana pool appears which you can use to pay the cost.
Re: Forge Beta: 02-08-2013 ver 1.3.8
by gos » 13 Feb 2013, 13:58
Master Biomancer has been mentioned twice, in pretty vague terms, and I haven't seen anything about tokens not coming into play with +1/+1 counters in general. I also did not see any developer replying to the Biomancer reports.Nordos wrote:gos - it was already posted that tokens don't come into play with any +1/+1 counters
CORRBentOrgy wrote:Why doesn't Master Biomancer 's ability affect tokens? It should.
I'm sorry if I missed a better description of Master Biomancer's bug or a more general report regarding tokens and +1/+1 counters.lazylockie wrote:shouldn't Master Biomancer be affecting tokens as well?
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Nordos » 13 Feb 2013, 16:24
Strange, I couldn't find any other post yet I was sure something regarding tokens wouldn't been able to have +1/+1 counters placed on it when entering the battlefield was already posted. (this is true for any ability, as far as I see. No matter if its the Master Biomancer, Graft or Zameck Guildmage ability. Tokens of creatures which enters with counters on it wouldn't be affected neither)
Another bug I noticed after testing the token issue: I played Dance of Many and dind't pay its upkeep cost. Thus it was sacrificed - yet the token wasn't exiled.
Another bug I noticed after testing the token issue: I played Dance of Many and dind't pay its upkeep cost. Thus it was sacrificed - yet the token wasn't exiled.
Re: Forge Beta: 02-08-2013 ver 1.3.8
by SudnDeath » 13 Feb 2013, 18:23
I haven't seen this mentioned anywhere else, but the DRAFT mode has a problem. The bots don't pick any of the Rare's or Uncommons, they only take the common cards. This has been an issue since version 1.2.15 to my knowledge. Kind of fun to draft every RARE in the Draft into 1 deck, but makes it to easy obviously.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by gos » 13 Feb 2013, 20:51
I had 5 red and/or white creature in play and cast Rally the Righteous on one the red/white ones. It granted +2/+0 to all 5, but only untapped the one I cast it on.
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Re: Forge Beta: 02-08-2013 ver 1.3.8
by CORRBentOrgy » 13 Feb 2013, 22:18
Sorry if this is considered beating a dead horse, but I think that the Master Biomancer ability does include tokens.
From the Comprehensive Rules (May 1, 2008)
216.2. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
Being "Creature Tokens" all tokens are considered Creatures, just like a non-token creature, but with certain additional rules. (Cannot be returned to hand, etc)
And that's my last post on the subject, I promise!
From the Comprehensive Rules (May 1, 2008)
216.2. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
Being "Creature Tokens" all tokens are considered Creatures, just like a non-token creature, but with certain additional rules. (Cannot be returned to hand, etc)
And that's my last post on the subject, I promise!

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Re: Forge Beta: 02-08-2013 ver 1.3.8
by Sloth » 13 Feb 2013, 22:43
Doomlord wrote:What progress has been made on restoring the drafting AI? A few weeks ago it was working fine, but now it makes very suboptimal picks, a lot worse than it was doing before. Drafting is one of my favorite things to do on forge, and I hope this gets fixed soon.
Ok, found the problem. The AI was picking the worst ranked instead of the best ranked cards. Thanks Doomlord and SudnDeath.SudnDeath wrote:I haven't seen this mentioned anywhere else, but the DRAFT mode has a problem. The bots don't pick any of the Rare's or Uncommons, they only take the common cards. This has been an issue since version 1.2.15 to my knowledge. Kind of fun to draft every RARE in the Draft into 1 deck, but makes it to easy obviously.
Last edited by Sloth on 13 Feb 2013, 22:43, edited 1 time in total.
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