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Lolk how is me trying to complete a colour challenge stalling? I'm not stalling I'm playing 100%, If I stopped the combo would stop and I'd time out and lose. How is me taking 7 minutes for this any different than a mill player taking 10 to mill you I still won the game? You claim to not treat players like that and want to instantly jump to reporting and banning, you're one of the reason we'll never have easy reporting, why does everything have to be solved by banning? Why can't we have a challenge tracker mid-game that lets you know you're actually completing your challenges, banning is not, and should not ever be the go to solution because you're angry.
I wasn't stalling or wasting someones time, first off stalling is when you sit their not taking action, if I was running that deck and didn't need the daily I still would've pinged them to death with Ygra, cauldron familiar combo this is how this deck plays the game. I wasn't stalling by any means of the term as if I did my timer would've popped, I also wasn't wasting someones times -if this actually counted towards challenge-, I didn't have them by the throat keeping them their, they could've conceded at any point they seen the combo was infinite, the only reason this wasted their time was the same reason it wasted my own time, I didn't bother to check the card I just selected the deck and assumed I remembered the wording of a card. Their's a different between wasting peoples' times to do challenges and doing a challenge in the most efficient way possible, one person seeing the combo and the challenge completing is better IMO than forcing 3 people to watch the same combo but they quit before you complete your challenge forcing you to subject more people to the same thing.
Also you completely ignored my question so I'll ask it again, how is this any different than a mill deck or anything other of the decks that take 10 minutes on average that everyone refutes are fine?
No I didn't do a pointless infinite combo it won me the game, it's no more "pointless" than than a paradox engine deck, or any other deck that can go infinite, regardless of the challenge this is the deck's combo, playing Ygra into 2 cauldron familiars sacking one to bring the other back from the graveyard as all creatures are considered food. If this was real MTG I would've been asked to declare the size of the stack and it would resolve instantly, you're wrong about how paper magic works, their's no reason that the engine shouldn't be able to pickup on an infinite combo and ask you to declare the loop size, I wasn't locked into the actions so I wasn't stuck in an infinite loop that would result in a draw anyways.
My combo isn't infinite I have to choose to bring back the cat from the graveyard it doesn't auto loop like a regular infinite combo, I can cycle threw 3 games actions indefinitely which isn't the same as an infinite loop because I can select different actions at any time, I never become stuck in a loop where I can't select a different game action because I'm manually choosing different actions, but no I wouldn't be booted from a tournament table, maybe from a kitchen table if your playing non-commander for some reason as the deck doesn't work with only 1 cauldron familiar.
Can't with this combo, I know what you mean but the loop isn't actually infinite, I can pick between 1/3 cards to play that let me play one of the other 2, because I can alternate the order of triggers/have to activate each I don't think I could declare it as a stack, obviously the table could come to the agreement of letting me do something similar but I don't think it'd qualify as "infinite" in a tournament scenario.
421.2. If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until the other player intervenes, whichever comes first.
421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.6.)
4.4 Loops
A loop is a form of tournament shortcut that involves detailing a sequence of actions to be repeated and then performing a number of iterations of that sequence. The loop actions must be identical in each iteration and cannot include conditional actions ("If this, then that".) If no players are involved in maintaining the loop, each player in turn order chooses a number of iterations to perform before they will take an action to break the loop or that they wish to take no action. If all players choose to take no action, the game is a draw. Otherwise, the game advances through the lowest number of iterations chosen and the player who chose that number takes an action to break the loop.
If one player is involved in maintaining the loop, they choose a number of iterations. The other players, in turn order, agree to that number or announce a lower number after which they intend to intervene. The game advances through the lowest number of iterations chosen and the player who chose that number receives priority.