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Thefiremind's DotP2012 DLC v9 (07/7/2012)

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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby ptisan35700 » 10 Apr 2012, 02:19

In the Rakdos Chaos deck, Twinstrike wouldn't let me target any creatures. As I understood "Hellbent", I cast it as the last card in my hand, but not letting me cast it (I could only cancel the spell, and to discard it would have required drawing 7 more cards without discards!) sort of stuck me from ever taking advantage of Hellbent for all other creatures/spells.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby thefiremind » 10 Apr 2012, 09:45

ptisan35700 wrote:In the Rakdos Chaos deck, Twinstrike wouldn't let me target any creatures. As I understood "Hellbent", I cast it as the last card in my hand, but not letting me cast it (I could only cancel the spell, and to discard it would have required drawing 7 more cards without discards!) sort of stuck me from ever taking advantage of Hellbent for all other creatures/spells.
I think I found the problem: I used PlayerHint instead of PlayerAntiHint, so the game was expecting you to target your own creatures. The card should work even with this bug if you disable the simple targeting (the option that doesn't let you damage your own creatures, etc.), but I'm not sure. Anyway it will be fixed in the next release. Thanks for the feedback!

Little sneak peek: the next release will have Avacyn, Angel of Hope in the card pool. I hope there will be more Angels in Avacyn Restored (possibly some cheap ones) so I can make an Angel deck worth of its name. :D
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby daenon611 » 10 Apr 2012, 13:55

That's the Spirit!

A little Bug: Hana Kami will not let me choose his mana-ability.

Greetings, Daenon
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby thefiremind » 10 Apr 2012, 15:10

daenon611 wrote:That's the Spirit!

A little Bug: Hana Kami will not let me choose his mana-ability.

Greetings, Daenon
You mean the activated ability, right? Are you sure you had an Arcane card in your graveyard? I double-checked Hana Kami and I can't find anything wrong.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby daenon611 » 10 Apr 2012, 17:04

Mea culpa.

There were so many cards in the graveyard that I have probably not looked properly. I would be taking all of 2 -3 hours a game break. ;-)
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby ptisan35700 » 14 Apr 2012, 00:49

In the Macro Machines deck, having Darksteel Forge on the battlefield is supposed to impart indestructible on all artifacts. In combat, that works fine, but spells and creatures (like Drana, Kalastrian Warchief) that drain life were able to destroy creatures by taking defense points down to zero. I'm not sure if that's an (understandable) oversight or not for the indestructible characteristic.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby Eglin » 14 Apr 2012, 01:39

ptisan35700 wrote:In the Macro Machines deck, having Darksteel Forge on the battlefield is supposed to impart indestructible on all artifacts. In combat, that works fine, but spells and creatures (like Drana, Kalastrian Warchief) that drain life were able to destroy creatures by taking defense points down to zero. I'm not sure if that's an (understandable) oversight or not for the indestructible characteristic.
That's the correct behavior. Indestructible permanents can still be sacrificed, exiled, and put into graveyards. They simply don't take lethal damage.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby thefiremind » 14 Apr 2012, 11:13

If you look at the reminder text for "indestructible", it says "destroy effects and lethal damage don't destroy it". This implies that any other way to remove the permanent from the battlefield still does its job. :wink: The game tricks you a bit by showing damage as a toughness decrease, but that's just a (bad) choice of graphical feedback.

Anyway, thanks for the feedback. Don't be afraid to explain your doubts, there's always room for bugs in my cards. :oops:
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby Xaric » 15 Apr 2012, 20:05

According to Magic DOTP 2012 gameplay mechanics flanking will also destroy/kill indestructible also. This has happened when Stuffy Doll goes up against ANY knight with flanking.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby thefiremind » 16 Apr 2012, 08:36

Xaric wrote:According to Magic DOTP 2012 gameplay mechanics flanking will also destroy/kill indestructible also. This has happened when Stuffy Doll goes up against ANY knight with flanking.
I don't see anything wrong with that... flanking gives -1/-1 to the Stuffy Doll which is 0/1, so toughness equal to 0 makes it go straight to the graveyard. That's not lethal damage nor a destroy effect. :wink:
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby Aborash » 16 Apr 2012, 13:54

Flanking applies, in the declare blockers step, so in fact, it dies before the dmg calculation.

I dont see any wrong with indestructible and flanking.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby ptisan35700 » 16 Apr 2012, 17:17

Yeah, I was thinking "life draining" as "causing damage", and getting it to zero would have been "lethal" damage. But I can see the difference of, say, adding -1/-1 counters until zero is reached versus actual damage. Thanks for the clarification, everyone.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby ptisan35700 » 16 Apr 2012, 17:21

Another possible bug:

In the Horror and Sacrifice Deck, Hell's Caretaker either flashes by too fast during the upkeep to light up and allow its ability to be activated, or it's having trouble in conjunction with the Ichorid upkeep conditional dialog (which I was refusing).
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby thefiremind » 16 Apr 2012, 19:23

ptisan35700 wrote:Another possible bug:

In the Horror and Sacrifice Deck, Hell's Caretaker either flashes by too fast during the upkeep to light up and allow its ability to be activated, or it's having trouble in conjunction with the Ichorid upkeep conditional dialog (which I was refusing).
I programmed Hell's Caretaker by using the same trick as Colossus of Sardia: it's a triggered ability instead of an activated one, so I didn't have to add a waiting time on the upkeep. It seemed OK to me, but I have never tested it together with Ichorid. I'll try when I have time.
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Re: Thefiremind's DotP2012 DLC v2 (6/4/2012)

Postby MisterBenn » 17 Apr 2012, 04:22

Wow this looks amazing! I am getting a 404 error when I try to download now however...
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