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The issue in this case is Activation - If a card cannot apply it's effects because there is no valid targets, it simply cannot activate.
Jar of Avarice:
Target 5 cards in your GY, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.
Critically: the "then draw 1 card" part could not resolve when you attempted to activate the card, so therefore couldn't be activated at all.
https://yugioh.fandom.com/wiki/Activate
Example 4 of this link is the problem. Jar of Avarice is working as intended.
Yes... That's more or less what I just said. My use of the word "Targets" was poor so my bad for that.
Now we proceed to having new targets appear mid-activation
I think Konami should issue a ruling where if you're guaranteed to have a valid target due to paying the cost of an ability, you can activate and resolve that ability normally so long as you make the play that will cause it.
For example, if you have Cyber Dragon Nova on the field with 2 Materials, we'll say Galaxy Soldier and Cyber Dragon Drei, with no "Cyber Dragon" in your GY and want to use its effect to summon a Cyber Dragon, you must detach Cyber Dragon Drei to activate it (because Drei would be a valid target once it hits the GY).
It would also straight up allow Jar/Pot of Avarice to resolve as you're getting 5 cards to draw BEFORE you have a chance to draw with the effect.
As it stands, the rulings are pretty firm. You can only activate cards if all of their criteria is met at the moment of activation. If something happens in response that invalidates that criteria, then depending on the wording and situation of the card, it may end up fizzling out. In this case, the card needs something to draw even if you would technically add more things to draw with its own effect
Right now, the game isn't coded to allow it. TCG follows that same ruling (not allowed) although it could very well be changed later.
"The only reason the cyber dragon nova interaction works is due to the fact you make a new target."
And I think it's reasonable that if you can use the cost to create a situation where the play would resolve normally, it should be allowed.
Jar of Avarice and Pot of Avarice would also both create that same situation, since you shuffle the cards into your deck before drawing.
"the game doesn't know what material you are detaching, resulting in the possiblity you could do nothing, resulting in an illegal activation."
It's also a part of "illegal moves" rulings to knowingly make a move that would result in no change of game state when dealing with infinite loops (*cough* Pole Position). If you know you can make a choice of cost that would result in a legal activation, it should simply require that choice rather than locking you out of the activation entirely.
In terms of coding, it would simply be determining if any of the cards that can be used as the cost would also qualify as targets at resolution.
If we use Monster Reincarnation as another example, trying to use it with an empty graveyard normally wouldn't work. If you were to discard a Monster for the cost though (and it were sent to the GY as a result), it would then have a valid target. It's not a move one should make, but it would still ultimately be a legal activation and resolution.
Specific example:Jar of Avarice.
You must have a card in your deck before being able to activate Jar of Avarice
While looking at Monster Reincarnation, l can understand the implication of requiring a monster to be in the graveyard already but with Jar of Avarice, it is not that clear, at least for me.
Oh well, at least l learned something new from this.