Forge Beta: 05-17-2013 ver 1.3.16
by mtgrares
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Max mtg » 18 May 2013, 21:44
I see no problem here. You found the last gate, and the ability keeps resolving even if its source is no longer in battlefield. The condition 'If you control ten or more Gates with different names' evaluated to true - you won!Nordos wrote:I returned Maze's End to my hand to search for a gate. It was the 10th, yet even before replaying Maze's End, I already had won the game o.O Maze's End wasn't on the battlefield at that moment, or am I wrong here?
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Xitax » 18 May 2013, 22:56
The way the card reads, you must activate the 3[tap] ability of Maze's End in order to win the game. Since you put the 10th gate on the battlefield first, the win condition is 9 gates + Maze's End on the battlefield untapped + 1 gate in your library + 3 open mana.
Re: Forge Beta: 05-17-2013 ver 1.3.16
by Max mtg » 18 May 2013, 23:03
Oh, don't forget to mention that all opponents have to let your ability resolveXitax wrote:The way the card reads, you must activate the 3[tap] ability of Maze's End in order to win the game. Since you put the 10th gate on the battlefield first, the win condition is 9 gates + Maze's End on the battlefield untapped + 1 gate in your library + 3 open mana.

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Re: Forge Beta: 05-17-2013 ver 1.3.16
by friarsol » 18 May 2013, 23:35
What about instant speed land destruction (Fissure)?Max mtg wrote:Oh, don't forget to mention that all opponents have to let your ability resolveXitax wrote:The way the card reads, you must activate the 3[tap] ability of Maze's End in order to win the game. Since you put the 10th gate on the battlefield first, the win condition is 9 gates + Maze's End on the battlefield untapped + 1 gate in your library + 3 open mana.Bind, Voidslime and up to 8 other cards might prevent it.

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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Xitax » 18 May 2013, 23:57
I think that since returning Maze's End to your hand is part of the activation cost, Fissure wouldn't prevent Maze's End from resolving once it's on the stack... ? In fact, I don't think you can target Maze's End with Fissure in response to Maze's End ability. Worse yet, if your opponent targets the Maze's End with Fissure first, you could still activate it in response and win.
Not double-posting: Given this scenario, I think there's an error in Forge:
I have 2 Serra Ascendant and 28 life, computer has Granite Gargoyle.
If I attack with the Ascendants and AI blocks one, the blocked Serra Ascendant should die before it gets +5/+5 from lifelink giving me 4 more life. Currently it becomes 6/6 before taking damage and lives.
Not double-posting: Given this scenario, I think there's an error in Forge:
I have 2 Serra Ascendant and 28 life, computer has Granite Gargoyle.
If I attack with the Ascendants and AI blocks one, the blocked Serra Ascendant should die before it gets +5/+5 from lifelink giving me 4 more life. Currently it becomes 6/6 before taking damage and lives.
Re: Forge Beta: 05-17-2013 ver 1.3.16
by friarsol » 19 May 2013, 00:31
You misunderstood. It wouldn't prevent it from resolving, but if the land you go fetch is going to be your 10th Guild, and you nuke a Guild in response to the Maze's End ability you won't win the game when it resolves.Xitax wrote:I think that since returning Maze's End to your hand is part of the activation cost, Fissure wouldn't prevent Maze's End from resolving once it's on the stack... ? In fact, I don't think you can target Maze's End with Fissure in response to Maze's End ability. Worse yet, if your opponent targets the Maze's End with Fissure first, you could still activate it in response and win.
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Banichi » 19 May 2013, 02:06
Thank you for reinstating the optional trigger context menu.
I see that it sets itself to bring up a prompt if you play a second game, however.
Example:
Game 1, R-click, set any option. Works as expected.
Game 2, R-click, set any option. Subsequently brings up a prompt to choose to execute or not.
I see that it sets itself to bring up a prompt if you play a second game, however.
Example:
Game 1, R-click, set any option. Works as expected.
Game 2, R-click, set any option. Subsequently brings up a prompt to choose to execute or not.
Re: Forge Beta: 05-17-2013 ver 1.3.16
by Sawteeth » 19 May 2013, 06:38
Description: I played a land to an empty board on the first turn against a WU spirit deck.
- NullPointerException | Open
- Code: Select all
Forge Version: 1.3.16-r21506
Operating System: Windows 7 6.1 x86
Java Version: 1.7.0_21 Oracle Corporation
java.lang.NullPointerException
at forge.card.MagicColor.fromName(MagicColor.java:23)
at forge.card.TriggerReplacementBase.meetsCommonRequirements(TriggerReplacementBase.java:304)
at forge.card.trigger.Trigger.requirementsCheck(Trigger.java:308)
at forge.card.trigger.TriggerHandler.runSingleTrigger(TriggerHandler.java:315)
at forge.card.trigger.TriggerHandler.runWaitingTrigger(TriggerHandler.java:285)
at forge.card.trigger.TriggerHandler.runTrigger(TriggerHandler.java:177)
at forge.game.GameAction.changeZone(GameAction.java:230)
at forge.game.GameAction.moveTo(GameAction.java:370)
at forge.game.GameAction.moveTo(GameAction.java:351)
at forge.game.player.Player.playLand(Player.java:1780)
at forge.game.player.HumanPlay.playSpellAbility(HumanPlay.java:72)
at forge.control.input.InputPassPriority$1.run(InputPassPriority.java:90)
at forge.FThreads$1.run(FThreads.java:115)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Max mtg » 19 May 2013, 06:43
Same as reported by brockfanning @ 18 May 2013, 04:30 (GMT+4)Sawteeth wrote:Description: I played a land to an empty board on the first turn against a WU spirit deck.
Already fixed, for future builds.
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by NivMizzet » 19 May 2013, 13:31
Leonin Shikari is not interacting with cards that reduces equip cost, such as Puresteel Paladin and Auriok Steelshaper. I can activate equip ability any time I can cast instant but the cost is not reduce.
Last edited by Chris H. on 19 May 2013, 14:00, edited 1 time in total.
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by Hib » 19 May 2013, 14:08
The token created by Advent of the Wurm doesn't use the RTR artwork. It is just a blank card.
EDIT: The AI plays Crucible of Worlds, but I can use its ability to play lands from the AI's Graveyard.
EDIT: The AI plays Crucible of Worlds, but I can use its ability to play lands from the AI's Graveyard.
Re: Forge Beta: 05-17-2013 ver 1.3.16
by Xitax » 19 May 2013, 18:45
Why does Forge reset my deck to the first deck on the list in constructed mode after finishing a round?
Re: Forge Beta: 05-17-2013 ver 1.3.16
by sagephoenix » 19 May 2013, 18:54
So Emmara Tandris doesn't appear to be very legendary.
Last edited by sagephoenix on 19 May 2013, 19:07, edited 1 time in total.
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Re: Forge Beta: 05-17-2013 ver 1.3.16
by sagephoenix » 19 May 2013, 19:07
So... this is a REALLY WEIRD bug, so bear with me.
Gliding Licid is working properly.
However, a Tezzeret, Agent of Bolas, turned into an artifact by Liquimetal Coating, then turned into a 5/5 artifact creature with his ability, then turned into a 1/1 with changeling by Mirror Entity, then forced to become a copy of Gliding Licid by Shapesharer, seems to not want to become an enchantment. All it does it tap itself and do nothing.
Gliding Licid is working properly.
However, a Tezzeret, Agent of Bolas, turned into an artifact by Liquimetal Coating, then turned into a 5/5 artifact creature with his ability, then turned into a 1/1 with changeling by Mirror Entity, then forced to become a copy of Gliding Licid by Shapesharer, seems to not want to become an enchantment. All it does it tap itself and do nothing.
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