Something has to change about the timer and "take action/decline" triggers for combos
So this has been a problem for a while now with any infinite combos in arena, where, depending on the combo, you may be at risk of losing to the timer due to repeating the same action too many times and not triggering the game to see it as something that advances your game state.
With the recent addition of Mystical Archive cards from Strixhaven into Historic, we have an inherent issue with the card "Tainted Pact". When attempting to combo off with Tainted pact and Thassa's Oracle, a combo that simply could not have been overlooked when adding Pact into the format, we either have to click "Decline" endlessly, potentially misclicking "take action" for a game loss, or allow ourselves to time out so that the game will auto-decline every action after we run out of time leading to the Oracle trigger resolving for a win.
What's worse, is that this card could potentially result in a turn three win if you have both Pact and Thassa's Oracle in hand by playing Pact on the opponent's end step, leaving one card remaining in your library, and then untapping to cast Thassa's Oracle. The problem is, however, that if you attempt to do this you will need to click "decline" on each trigger up until the last card, where you click "take action" - the timer will not allow for this many "decline" triggers, and you instead lose the game since it times you out and you mill your entire deck.
Something needs to change here, and it should have been implemented before the card ever even hit the format. You released an almost unplayable card due to the limitations of the game client, and it needs to be corrected.
Lord Maxtor#33042 commented
The easiest fix would be for WoTC to get off their lazy butts and ban infinite combos. They used to do that you know. Now we get lazy players whining about how their magic "i win!" Button has a way to fail....The purpose of a game is to win by a display of intelligence and skill. Neither of which are involved in googling "mtg infinite combos."
The easiest fix would be to change how the timer works everything until the rope appears doesn't need to get changed but the rope should be twice as fast and reset upon taking a game action that way you can execute combos.
As a player who played magic since 2003 and liking legacy a lot combos are a huge part of the game for me but apart from being painful online they just dont work on arena and the worst thing is that your opponent knows they have lost but is waiting 5 minutes hoping the non tournament conform way the timer works wins them the game.
Implementing a button to turn off animations would also help since the most time is lost to watching unnecessary animations.
I am not saying they look bad but i dont need an animation for the stack that takes my time while i just try to click through my combo.
Things that are already on mtgo like different skip optoins (f6 etc) would be nice and same target for storm spells or always yes always yield would be great additions.
I can't play my Teferi infinite life gain combo in standard because the timer runs out. Please fix.
how about the fact that there is the infinite dmg trigger with vadrox and double yet if the opponent just sits there and waits out the triggers you will get time outed and you will lose the game cause the client cant figure out how to do a simple trigger to repeatedly cast just 2 ******* cards in the graveyard...this combo has infinite draw and mana aswell
Totally agree, this problem needs fixed NOW!!!!! This whole Ill let the game timeout so it does the actions for me is awful on both sides. This kind of deck promotes toxic gameplay anyways.