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Forge Beta: 03-28-2014 ver 1.5.15

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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby tasteful » 30 Mar 2014, 01:48

he has noble hierarch out, which taps to produce mana for imperious perfect and untaps each time due to intruder alarm. not a bug, just a broken combo!
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby tasteful » 30 Mar 2014, 01:49

i just wanna say, it occurred to me yesterday how much i adore the devs. the amount of work that's been put into this program is astounding.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Fizanko » 30 Mar 2014, 03:25

tasteful wrote:he has noble hierarch out, which taps to produce mana for imperious perfect and untaps each time due to intruder alarm. not a bug, just a broken combo!
Oops, for some reason i thought it was 2 imperious perfect as they tapped/untapped constantly together, makes sense now that i see it was Noble Hierarch .

Being able to field an infinite amount of 2/2 token in 1 turn and with only 3 cards that are low mana, wow that's beyond broken, are those card actually legal in tournaments ?
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby friarsol » 30 Mar 2014, 03:30

Fizanko wrote:Being able to field an infinite amount of 2/2 token in 1 turn and with only 3 cards that are low mana, wow that's beyond broken, are those card actually legal in tournaments ?
Intruder Alarm is the issue there, and it's not banned in any format that it's eligible in. It relies on for too many things to actually get setup. A similar combo that is running rampant in Modern right now is http://wiki.mtgsalvation.com/article/Mo ... _Twin_deck
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Fizanko » 30 Mar 2014, 03:50

Please tell me there's none of those quest duel AI that got another nasty like that :D
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby KMO » 30 Mar 2014, 08:57

I cast Sever the Bloodline at one of my opponent's two Ludevic's Test Subjects. (It had 1 or 2 counters, the other had no counters and summoning sickness).

Only the targeted Ludevic's Test Subject was exiled, the other remained on the battlefield.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby KMO » 30 Mar 2014, 09:22

The game crashes whenever the AI has Back from the Brink in play, and a creature in the graveyard:

NullPointerException | Open
Code: Select all
Forge Version:    1.5.15-r25277
Operating System: Windows Vista 6.0 x86
Java Version:     1.7.0_45 Oracle Corporation

java.lang.NullPointerException
   at forge.game.cost.CostPartMana.getManaCostFor(CostPartMana.java:119)
   at forge.ai.ComputerUtilMana.calculateManaCost(ComputerUtilMana.java:634)
   at forge.ai.ComputerUtilMana.payManaCost(ComputerUtilMana.java:87)
   at forge.ai.ComputerUtilMana.canPayManaCost(ComputerUtilMana.java:62)
   at forge.ai.ComputerUtilCost.canPayCost(ComputerUtilCost.java:373)
   at forge.ai.AiController.canPlayAndPayFor(AiController.java:639)
   at forge.ai.AiController.chooseSpellAbilyToPlay(AiController.java:1148)
   at forge.ai.AiController.getSpellAbilityToPlay(AiController.java:1129)
   at forge.ai.AiController.choooseSpellAbilityToPlay(AiController.java:1080)
   at forge.ai.PlayerControllerAi.chooseSpellAbilityToPlay(PlayerControllerAi.java:388)
   at forge.game.phase.PhaseHandler.startFirstTurn(PhaseHandler.java:960)
   at forge.game.GameAction.startGame(GameAction.java:1524)
   at forge.game.Match.startGame(Match.java:80)
   at forge.control.FControl$4.run(FControl.java:437)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby cc-drake » 30 Mar 2014, 10:28

The triggered ability of Zombie Boa doesn't destroy the creature.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby yoshimario40 » 30 Mar 2014, 11:31

Hmm, my post seems to have disappeared. Oh well, I'll just retype everything.

Anyway, Nivmagus Elemental's ability isn't crashing anymore (Hooray!). It's almost working fine, except that when you activate his ability targetting a ciphered spell (I suspect it's the same for any copied spell), it's not exiling the spell correctly.

What happens is, Nivmagus Elemental gets his 2 +1/+1 counters, and the copied spell resolves as normal, when it should be exiled instead.

Happy bugfixing. : )
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Grim Rowe » 30 Mar 2014, 16:02

Description: Whenever I try to launch a constructed game with random theme deck.

RuntimeException | Open
Code: Select all
Forge Version:    1.5.15-r25277
Operating System: Windows 7 6.1 amd64
Java Version:     1.7.0_45 Oracle Corporation

java.lang.RuntimeException: Generate2ColorDeck : get2ColorDeck -- looped too much, please try again -- Cr12
   at forge.deck.generation.DeckGeneratorBase.addSome(DeckGeneratorBase.java:107)
   at forge.deck.generation.DeckGeneratorBase.adjustDeckSize(DeckGeneratorBase.java:187)
   at forge.gui.deckchooser.GenerateThemeDeck.getThemeDeck(GenerateThemeDeck.java:156)
   at forge.gui.deckeditor.DeckProxy$ThemeDeckGenerator.getDeck(DeckProxy.java:286)
   at forge.gui.deckchooser.FDeckChooser.getDeck(FDeckChooser.java:218)
   at forge.gui.deckchooser.FDeckChooser.getPlayer(FDeckChooser.java:236)
   at forge.gui.home.sanctioned.CSubmenuConstructed.startGame(CSubmenuConstructed.java:193)
   at forge.gui.home.sanctioned.CSubmenuConstructed.access$100(CSubmenuConstructed.java:44)
   at forge.gui.home.sanctioned.CSubmenuConstructed$2.actionPerformed(CSubmenuConstructed.java:158)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Xyx » 30 Mar 2014, 17:34

Alright, here goes! I verified each and every one of these in this version of Forge.

General bugs | Open
If multiple cards go to the AI's graveyard at the same time, Forge asks me to choose the order.

I clicked Gilder Bairn (which I had activated but the AI had helpfully tapped it again with Gideon's Lawkeeper) and clicked Cancel without paying any mana, and Forge untapped the lands I used last time.

Weird things, such as me no longer being able to pass priority, happen when I put over 100000 +1/+1 counters on a creature with stuff like Gilder Bairn, Vorel of the Hull Clade, Doubling Season and Primal Vigor.
Card specific bugs | Open
Timely Reinforcements does not gain the life.

Ion Storm is implemented as having two separate activated abilities but it should have only one. I don't think this difference actually matters anywhere in the game of Magic at the moment, though.

I shouldn't be able to cancel the targeting of Wall of Reverence's trigger. Gaining the life is optional but putting the trigger onto the stack and choosing the target is not. So if, for example, my opponent controls Dismiss into Dream, I should still be forced to kill one of my creatures.

Chandra, Pyromaster's +0 ability will let you (or the AI) play the exiled card over and over if it's an instant or sorcery; it stays exiled, and you can keep casting it until you run out of mana. (I've seen this one reported before.)

Forge has problems with River of Tears:
I play a second River of Tears, cast Merfolk of the Pearl Trident and click Auto: Forge taps both lands for a total of BB, I have to click Cancel. Only one of the lands is untapped when Forge tries to undo.
I play a third River of Tears and try to cast Bog Rats, but Forge won't let me. It did let me cast Merfolk of the Pearl Trident by tapping two lands, after which I had the creature in play and BB in my pool (with the third land still untapped).

If I (try to) take several turns in a row using Time Vault (say, by untapping it with both Voltaic Key and Tezzeret the Seeker), then when I start a new turn, Forge asks whether I wish to skip my turn to untap Time Vault or leave it tapped. If I choose to skip my turn to untap, it won't actually untap. I can skip multiple turns in a row and Time Vault still won't untap.

I can't get any cards with Ring of Ma'ruf. I tried putting cards in my sideboard, but that didn't help.

I can get multiple counters on Wall of Roots in the same turn when Auto-paying mana.

If I use Island of Wak-Wak or Singing Tree on an attacker, Forge incorrectly reports on the Stack that the attacker "becomes 0/-1 until end of turn."

Whenever Lurking Predators triggers, Forge will show two identical messages titled "Looking at cards in your library". Also, the follow-up dialog is titled "Choose a card to put on the bottom of { player's} library" (with the space after the { and everything).

I have Urza's Tower, Urza's Mine, Urza's Powerplant and Dragon Engine. Only Urza's Tower is untapped and I have no mana floating. I activate Dragon Engine and tap Urza's Tower for 3 to pay for it. I then activate Dragon Engine again, but since I only have 1 floating I can't pay and click Cancel. Urza's Tower untaps!

My opponent somehow ended up with an 0/3 Clockwork Avian even though it should have been 0/4. Dunno how that happened, but it did.

Forge asked me to "Exile 0 card(s) from yourBattlefield" after I chose 0 for Tetravus' second trigger. Not the most prosaic, and it shouldn't even ask if the value is 0.

Ichneumon Druid incorrectly counts spells cast by any player. So if I cast an instant and then my opponent casts his first instant, my Ichneumon Druid will deal 4 damage to him.

I can cancel the target selection for Farrel's Mantle. Resolving the ability is optional, but the targeting isn't (which is relevant for Phantasmal Image and such). Necrite has a similar but correctly implemented trigger, if that's any help. Also, while verifying this, I was unable to quit the game while the Farrel's Mantle trigger was asking for a target. I couldn't cancel, and if I closed the Game tab and tried to start a new game, the old game would pop back up and Forge would say "Cannot start a new game while another game is already in progress.". Had to restart.

I see Night Soil exploit has been fixed but it's still listing cards in the wrong pile; the cards in the "To be exiled" pile aren't the ones being exiled.

Dwarven Catapult's text is messed up. On the stack it reads: "1. Dwarven Catapult (<ID>) - Deals <amount> damage to", and that's it. Doesn't way to what.

I was able to skip the targeting for Sylvan Primordial's trigger. It's not supposed to be optional.

If I Auto-pay part of a mana cost with Cloudpost and then click Cancel, the Cloudpost mana ability isn't undone.

If I tap Nykthos for devotion mana and it's enchanted by Wild Growth, I don't get the Wild Growth mana.

Forge lets me sac Lion's Eye Diamond for mana when I click Auto. That shouldn't be possible.
Quest mode bugs | Open
DGM is missing from the Ravnica definition in worlds.txt, making it so that no DGM can be found in the Spell Store.

Editing a quest opponent duel deck strips out all the duel metadata. I keep having to copy/paste stuff around.

I often get duplicated cards in the Spell Shop. I'll be able to buy one of them but not the other. This is easily seen when trying to buy a stack of basic lands.

If I sell a card from a Quest deck while I have that deck open in the Quest Deck Editor, the card will still be in the deck.

The information on the right side of the screen in the main quest areas (Duels and Challenges) doesn't fit very well. The Win Streak is cut off at the bottom, and the World is cut off at the right.
Deck Editor bugs | Open
Mana Crypt and Imperial Seal are not recognized when importing a decklist even though they are available.

Forge doesn't handle ! characters in deck filenames very well (as in the Elves! deck).

If there are multiple decks with the same name in different folders (let's say I have Modern\Elves.dck and Legacy\Elves.dck), Forge will only see one of them.

If I double-click a card in the Deck Editor to remove it from my deck (looking at the deck in Image View) and that card is partially below the edge of my screen, the window will scroll down to bring the card fully in view on the first click, and the second click will land on another card which will then wrongly be removed from the deck. To try this, pile by CMC, build a deck of 30 Grizzly Bears (or however many you need to reach the bottom edge of your screen) and a Gutter Skulk, and double-click on the bottom Grizzly Bears. The Gutter Skulk will be removed instead.

If I remove cards from my deck in the Deck Editor, they'll turn up as duplicates in the catalog (as if they had been "sold" to a "store", perhaps).

The All Decks, Deck Generation and Draw Order tabs often vanish from the Deck Editor. Restarting Forge won't fix this. I have to reload the Editor Layout to get the tabs back, and sometimes that won't even work and I'll have to Reset Editor Layout entirely.

After I delete a deck from the All Decks tab in the Deck Editor (by clicking the gray X button in the table) I can no longer open decks by double-clicking on them. Switching to another tab and back fixes this.

The Title field in the Deck Editor has some strange behavior whenever I try to rename a deck. When I begin typing, the new text appears at the end regardless of where the cursor is or which text I selected to be replaced. Also, text that I remove using Backspace will miraculously reappear when I start typing new text.

The order of the mana symbols in the Color column of the deck lists is sometimes incorrect.
WUG should be GWU.
WRG should be RGW.

Forge says that 59 Plains is a legal deck in Standard/Modern/Legacy/Vintage, but when I add a Land Tax it's suddenly just Vintage. 59 cards is never Constructed legal and Land Tax was unbanned a while ago.

Selecting the Converted Mana Costs Filter menu option in the Card Catalog doesn't do anything.

The Print to HTML file function doesn't print the entire decklist if the deck contains different versions of a card. For instance, if I have four different versions of Nature's Lore in my deck, the decklist will only show "1 Nature's Lore".
Match UI bugs | Open
The UI is slightly misleading about the damage Fireball is going to deal; it does not factor in the 1 extra mana required for additional targets. For instance, if I Fireball two different targets for a grand total of 5 mana, Forge will tell me that I'll be dividing 4 damage when I'll only be dividing 3. The AI also seems plenty confused since it's usually 1 damage short when trying to Fireball several things at once.

Creatures that persist or undy in combat will have their sword icon showing afterwards as if they were still in combat, even though they're technically new objects that aren't in combat.

Suppose I Warp World into Warstorm Surge, Mons's Goblin Raiders and Hill Giant... Warstorm Surge will trigger twice, but I can't tell which is the 1 damage trigger and which is 3 damage trigger.

I can't find a method to the order in which Sylvan Library puts cards back; sometimes it's the first card I click, sometimes the second. This is awkward with Courser of Kruphix/Oracle of Mul Daya/Garruk's Horde. Are the cards put back in the order that I drew them? I'm supposed to be able to rearrange them.

The number by the (slightly inappropriately titled) "Flashback cards" button (the lightning bolt icon) does not update correctly. Sometimes it'll show 0 even though there's an actual card there (or Naf's Asp's effect). I keep having to click it to check.

Where can I check the progress of a "suspended" All Hallow's Eve?

I see "HIDDEN CARDNAME" a lot in the prompts, including when it's clear which card is concerned.

My opponent casts Power Sink, but I can't tell what X is until I have to pay it.

If I select two out of three cards to return Phantasmagorian to my hand but then press Cancel, the cards will keep showing the selection dot. Even in the next match!

Why is there a Cancel button (in addition to the OK button) when I examine a graveyard? Is there a difference between OK and Cancel? The Exile zone just has an OK button.

Suppose I have two storage lands (Icatian Store and so on), one with a million counters and one without any counters. Forge will ask me "Untap Icatian Store" twice at the start of my turn, but since the card ID isn't shown I don't know which question applies to the land with the counters. Presumably it asks in the order of left to right, but it would be nice to verify that.

When inspecting my graveyard, it appears that the top card is on the bottom of the list. This is quite unintuitive.

In a multiplayer game, the stops of players 3-4 get reset to "all green" every game. That means +20-24 mouse clicks every game.

If I have to search my library for two cards, I really don't need to see the "Looking at cards in library" screen twice.

When Cloudstone Curio triggers multiple times at once for different types of permanents (due to, say, Genesis Wave dumping both lands and creatures onto the battlefield), Forge doesn't specify what type of permanent I'm supposed to bounce for each trigger.

When Patriarch's Bidding starts resolving I can no longer check graveyards to figure out what I should or should not name.
Auto-paying mana bugs | Open
When Auto-paying a cost of 1 generic mana with Talisman of Dominance, Forge likes to tap it for painful colored mana when that isn't necessary.

See River of Tears in the card specific bug list.

Forge doesn't tap signets (Dimir Signet et al) for mana when I click Auto.

Forge likes to tap my Urza's Tower for 3 when I click Auto to pay a cost of 2 even though I have an Urza's Mine and an Urza's Power Plant that produce 2 at the ready.

The Fallen Empires storage lands (Icatian Store and so on) can't be used for Auto-mana payments. Perhaps that's for the better, though.

Forge does not understand Mirari's Wake when it comes to Auto-paying mana.

Forge doesn't understand Auto-mana payment for Reaper King. I can't really blame it, though.
Miscellaneous oddities | Open
The images in the avatar selection screen are duplicated.

My log contained the following line:
Code: Select all
File not found, no image created: i:Mandarung.jpg
This should probably be Mandurang.jpg.

Sometimes I get to sideboard and sometimes I don't. What does this depend on? Sometimes I get to sideboard when I don't have a sideboard. Also, does the AI ever sideboard?
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby friarsol » 30 Mar 2014, 19:53

Thanks Xyx, I'll sift through some of the card issues and fix those I can get to easily.

I've already fixed Timely Reinforcements and Time Vault.

Ring of Ma'ruf works just fine for me. I'd recommend reading it a little closer as it's an old awkward card. It's setting up a replacement effect for the next time you draw, so you probably want to activate it during your upkeep. (Needing cards in your sideboard is required though)

Edit:

Sometimes I get to sideboard and sometimes I don't. What does this depend on? Sometimes I get to sideboard when I don't have a sideboard. Also, does the AI ever sideboard?
The new Sideboarding rules work like this: You may have up to 15 cards in your sideboard. And a minimum of 60 (or 40) cards in your maindeck. If you have 0 cards in your sideboard, but more than the minimum amount of cards in your main, then you could technically sideboard out down to the minimum amount of cards in your main deck (or to the maximum amount of your sideboard). In limited play (sealed/draft), all of your extra cards are in your sideboard, not just your favorite 15.

Currently, the AI doesn't sideboard as it doesn't really keep track of what the player is doing in any aspect.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Xyx » 30 Mar 2014, 22:35

friarsol wrote:Ring of Ma'ruf works just fine for me. I'd recommend reading it a little closer as it's an old awkward card. It's setting up a replacement effect for the next time you draw, so you probably want to activate it during your upkeep. (Needing cards in your sideboard is required though)
Ah, the first time I didn't have a sideboard and and the second time the "this turn" stipulation tripped me up. A sideboard is not supposed to be required for this card (or any of the wishes) to function outside of Competitive events, though. (How else am I going to play my "play every card in Magic" deck? ;))

friarsol wrote:The new Sideboarding rules work like this: You may have up to 15 cards in your sideboard. And a minimum of 60 (or 40) cards in your maindeck. If you have 0 cards in your sideboard, but more than the minimum amount of cards in your main, then you could technically sideboard out down to the minimum amount of cards in your main deck (or to the maximum amount of your sideboard). In limited play (sealed/draft), all of your extra cards are in your sideboard, not just your favorite 15.
I know, but sometimes I get asked to sideboard and sometimes I don't, particularly in quest mode where I always have a sideboard. Maybe there's only sideboarding against the Very Hard opponents.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby friarsol » 30 Mar 2014, 23:02

Xyx wrote:
friarsol wrote:Ring of Ma'ruf works just fine for me. I'd recommend reading it a little closer as it's an old awkward card. It's setting up a replacement effect for the next time you draw, so you probably want to activate it during your upkeep. (Needing cards in your sideboard is required though)
Ah, the first time I didn't have a sideboard and and the second time the "this turn" stipulation tripped me up. A sideboard is not supposed to be required for this card (or any of the wishes) to function outside of Competitive events, though. (How else am I going to play my "play every card in Magic" deck? ;))
We made a decision as a team to treat Forge as a Competitive environment for wishes. Just as we treat Quest Mode as a limited environment for minimum main deck size. If you really need to be degenerate, just use the dev menu if you want to add any card in the game into your hand.

Xyx wrote:I know, but sometimes I get asked to sideboard and sometimes I don't, particularly in quest mode where I always have a sideboard. Maybe there's only sideboarding against the Very Hard opponents.
Maybe you're enter-mashing past it? I get it every match I play. I just opened a random Quest I have and played a medium match and it popped right up.
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Re: Forge Beta: 03-28-2014 ver 1.5.15

Postby Fizanko » 31 Mar 2014, 01:06

After the broken Imperious Perfect + Noble Hierarch + Intruder Alarm cards combination i previously reported from a quest duel AI ( Mr Fantastic (Hard) ) played that killed a battle as i had to quit manually as nothing else worked to stop the infinite loop of spawning tokens..
I ran into another broken combination the AI played that lead again the game into an infinite loop killing that the battle too as it forced me to quit again so i could do something else (as the same as previous there was no way to stop the infinite loop).

This time it was not a duel but a Quest challenge AI , Borborygmos (Hard) :

Image

Sprouting Phytohydra and Gruul Ragebeast lead into that infinite loop, Sprouting Phytohydra was originally killed by one of my creatures, creating a copy of the destroyed creature , then Gruul Ragebeast force that copy to attack (that creature has 0 power so they can't damage anything), only to be destroyed, then copy of copy is forced to attack, only to be destroyed ... etc infinitively repeating the process.
probably outdated by now so you should avoid : Innistrad world for Forge (updated 17/11/2014)
Duel Decks for Forge - Forge custom decks (updated 25/10/2014)
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