[fixed]Fastbond + etb-tapped lands
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[fixed]Fastbond + etb-tapped lands
by Korath » 12 Apr 2014, 22:24
Bug:
Fastbond doesn't work if you have no available mana and play a land that can't produce mana - either because it enters the battlefield tapped (like Cloudpost) or doesn't have a mana ability (like Diamond Valley).
Version:
BNGv2; dev/master. Affects both exe Fastbond and the new version in dev/master.
How to reproduce:
Second Cloudpost should be playable.
Fastbond doesn't work if you have no available mana and play a land that can't produce mana - either because it enters the battlefield tapped (like Cloudpost) or doesn't have a mana ability (like Diamond Valley).
Version:
BNGv2; dev/master. Affects both exe Fastbond and the new version in dev/master.
How to reproduce:
- Debug a Forest, Fastbond, and two copies of Cloudpost into your hand.
- Play the Forest.
- Tap it to cast Fastbond.
- Play a Cloudpost and take a point of damage.
- Other Cloudpost (and any other lands in your hand) aren't playable.
Second Cloudpost should be playable.
Last edited by Aswan jaguar on 06 Jan 2020, 18:40, edited 3 times in total.
Reason: fixed
Reason: fixed
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Korath - DEVELOPER
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Re: Fastbond + etb-tapped lands
by BAgate » 13 Apr 2014, 00:32
If you play something else (a Black Lotus in my test) after you play the first Cloudpost in your instructions then you can play as mana lands as you want, even more Cloudposts.
Working on: housekeeping and archived reports
Re: [confirmed]Fastbond + etb-tapped lands
by Korath » 13 Apr 2014, 00:35
You'll only be able to play one more land, unless what you played lets you produce mana. Black Lotus or (a hasted) Llanowar Elves work forever; Scryb Sprites only work once.
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Re: [confirmed]Fastbond + etb-tapped lands
by Aswan jaguar » 13 Apr 2014, 08:13
Daily Build though I strongly believe it is not any different in regular.
1- Fastbond counts both players untapped mana giving lands so in your scenario if AI has an untapped land-mana and then you play the way you did you can play as many Cloudpost s you want to.
2- In your scenario if the 1st main phase passes in your 2nd main phase you can play 1 more Cloudpost.
3- In your scenario if you have any card on the battlefield that can be activated Wyluli Wolf (non-mana) and you select it,it will give you 1 more non-mana land to play if you cancel the activation & then select to activate it will give 1 more,and so on.....So Fastbond sees also the available activate-able cards you have,give you +1 non-Mana land for Fastbond.It is the usual routine that anything that triggers,activates,is played,etc will give you +1 non-mana land.
1- Fastbond counts both players untapped mana giving lands so in your scenario if AI has an untapped land-mana and then you play the way you did you can play as many Cloudpost s you want to.
2- In your scenario if the 1st main phase passes in your 2nd main phase you can play 1 more Cloudpost.
3- In your scenario if you have any card on the battlefield that can be activated Wyluli Wolf (non-mana) and you select it,it will give you 1 more non-mana land to play if you cancel the activation & then select to activate it will give 1 more,and so on.....So Fastbond sees also the available activate-able cards you have,give you +1 non-Mana land for Fastbond.It is the usual routine that anything that triggers,activates,is played,etc will give you +1 non-mana land.
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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Re: [confirmed]Fastbond + etb-tapped lands
by Korath » 14 Apr 2014, 17:19
Hrm. Might be fixable then by flagging Fastbond itself as activateable, and then just always returning false from EVENT_CAN_ACTIVATE.
I wonder if this also affects the other may-play-extra-lands cards and effects.
I wonder if this also affects the other may-play-extra-lands cards and effects.
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Korath - DEVELOPER
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Re: [confirmed]Fastbond + etb-tapped lands
by Aswan jaguar » 06 Jan 2020, 18:27
Fixed Fastbond as suggested in commit e61caa31. The other cards didn't have this issue.
EDIT hopefully really fixed in commit e03064d as in previous commit I had also inserted code for "returning false from EVENT_CAN_ACTIVATE" but this didn't work and although I tested and ct_all activate was enough to make this work, I still committed it accidentally.
EDIT hopefully really fixed in commit e03064d as in previous commit I had also inserted code for "returning false from EVENT_CAN_ACTIVATE" but this didn't work and although I tested and ct_all activate was enough to make this work, I still committed it accidentally.
Last edited by Aswan jaguar on 26 Feb 2020, 11:08, edited 2 times in total.
Reason: new info
Reason: new info
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Trying to squash some bugs and playtesting.
Trying to squash some bugs and playtesting.
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Aswan jaguar - Super Tester Elite
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