Massively parallel triggered abilities and draw game warning
To reproduce: have 3x Ajani's Pridemate, 3x Soul Warden, and trigger Iridescent Hornbeetle to create 100 tokens.
I'm using the PC version on Linux through Lutris
After a few minutes, the game warns me to "Take another action or the game will end in a draw." Since the "actions" I'm taking are all triggered abilites, there is nothing I can do, resulting in a pointless call to "resolve" every time. WIth 200 abilities on the stack, this is a waste of time and turns what might be a long wait into a timeout for both players.
After both players' extensions were gone, the abilities processed normally, skipped my opponent, then came back to me. I played my turn as usual, then on the next, when Iridescent Hornbeetle triggered again, the game froze for a few seconds and then ended in a draw.I expect that the game would not prompt me to take a different action when I'm not taking any actions.
Also, the game should process these stacks of triggered abilities faster. Maybe just don't play the animations if there's more than 10 abilities on the stack? That would speed things up a lot.
Workaround: don't use this strategy, which is a stupid and lazy solution.
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Knightmare#95354
commented
This is still an issue, now more common due to the airbending ally combo with Aang Swift Savior and Appa Steadfast Guardian
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honeydewmln#20757
commented
This was an issue for me literally just now. I play a Jidoor mill, Death Begits Life, and Rise of the Dark Realms combo. This last opponent had like 234 cards in their deck when I milled them, used Death Begits Life to board wipe, then used Rise of the Dark Realm to bring all creatures back on my side. I had over 200 abilities on the stack and was forced to draw after watching the stack work its way down. This sucks because I would have won if the game would just go through the stack quicker, or at least pause the timeouts when the stack is up and going through it's motions. My opponent had no cards on the field or in their hand so they literally could do nothing.
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Hollhis#16894
commented
Same thing happened.
After a combat on an opponent's turn, quite a number of angels died and bishop of wings and other creatures started triggering at the end of turn.
The number of triggered abbilities were not infinite, and the game was going on smoothly, it was by no way going to be a draw if this game was a game of Magic: The Gathering.
I'm not mad at it, though I was going to win the game due to the number of cards left in the library, but they should solve this.
The way the game is detecting a never-ending game is improper, forcing players a draw when the match is going to go on, and should go on. -
Xaiux#10664
commented
Same issue persists in 2025. I achieved it with Stormscale scion and life gain triggers.
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Khold#15533
commented
Great game! There is no room for me to interact. What "different action" do I do?
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largozor#13167
commented
This is still an issue in September 2024 - just lost a ranked game (that I would have won via turbo fog + mill) in Historic to an opponent who forced a draw with infinite Rosie Cotton + Scurry Oak + Soul Warden triggers. The game warned me to take a different action or the game would result in a draw - but the only action that I could take was allowing the stack to resolve.
Drawing a game you were winning due to your own combo is bad enough - but an opponent forcing a draw with their own combo feels really bad.
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Kashrlyyk#48532
commented
Problem is still around in 2024! Now even worse thanks to Doppelgang! The game should recognize if NOONE can do anything and just caculate how many objects to create and do that! DO NOT PUT EVERY OBJECT ON THE BATTLEFIELD ONE BY ONE IF NOONE CAN STOP THE STACK FROM PROGRESSING!!!!
Even then they should add a "Do you pass priority?" question which just stops the "Resolve" questions!
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RdGkA#11423
commented
It even happens in a Sparky test run.
This bug kills combos that are NOT infinite!
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RdGkA#11423
commented
And it is getting worse, before the last update I could hit "resolve" fast, might lose the rest of my turn but as long i did not actively trigger it again, I was save.
Now, i get the "Take another action or the game will end in a draw." and if I resolve 3-5 times the game ends in a draw, while I got no other option that the "resolve".
I mean, a "cancel resolve" button would be technically against the rules, but at least it wouldn't force a draw
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Doombaby#89668
commented
I also had this happen running risen reef with Zendikar's roil and yarok the Desecrated. I had drawn my library, and I was waiting for the triggers to finish so I could play a craterhoof and win, but the triggers stopped with 60 or so left, and I got a warning to do something else or the game would end in a draw, but I had to wait for the triggers to resolve to play my next card because the lotus cobra triggers are the last to resolve, and I can't cast the craterhoof while there are still triggers on stack since the creature does not have flash.
once I had no cards in the deck, the risen reef would keep triggering even though they no longer did anything, and I had 50 or so 2/2 elementals coming in to play on the stack, I tried repudiate to cancel a trigger and so I was "doing something else" to prevent a draw, but the game went to a draw any ways.
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meuleuse#68866
commented
Similar problem with a SoulWarden(1)/ScuteSwarm(a lot)/AnnointedProcession(1)/Lisette(1) combo.
There is absolutely nothing either me or my opponent could do (no abilities, not even mana to tap), but we had to confirm manually 60+ triggers, after a first bunch of I don't remember how many triggers went smoothly.
Triggers were not (should not have been) interactive : they were all mandatory (without mana to spend for Lisette).
An option to skip animations or process them faster when nobody can actually react to anything would be welcome indeed.
The current implementation makes it absolutely boring to play any combo deck. -
Eresian#09322
commented
1. To reproduce: have 3x Ajani's Pridemate, 3x Soul Warden, and trigger Iridescent Hornbeetle to create 100 tokens.
2. I'm using the PC version on Linux through Lutris
3. After a few minutes, the game warns me to "Take another action or the game will end in a draw." Since the "actions" I'm taking are all triggered abilites, there is nothing I can do, resulting in a pointless call to "resolve" every time. WIth 200 abilities on the stack, this is a waste of time and turns what might be a long wait into a timeout for both players.
After both players' extensions were gone, the abilities processed normally, skipped my opponent, then came back to me. I played my turn as usual, then on the next, when Iridescent Hornbeetle triggered again, the game froze for a few seconds and then ended in a draw.4. I expect that the game would not prompt me to take a different action when I'm not taking any actions.
Also, the game should process these stacks of triggered abilities faster. Maybe just don't play the animations if there's more than 10 abilities on the stack? That would speed things up a lot.
Workaround: don't use this strategy, which is a stupid and lazy solution.
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Eresian#09322
commented
1. To reproduce: have 3x Ajani's Pridemate, 3x Soul Warden, and trigger Iridescent Hornbeetle to create 100 tokens.
2. I'm using the PC version on Linux through Lutris
3. After a few minutes, the game warns me to "Take another action or the game will end in a draw." Since the "actions" I'm taking are all triggered abilites, there is nothing I can do, resulting in a pointless call to "resolve" every time. WIth 200 abilities on the stack, this is a waste of time and turns what might be a long wait into a timeout for both players.
After both players' extensions were gone, the abilities processed normally, skipped my opponent, then came back to me. I played my turn as usual, then on the next, when Iridescent Hornbeetle triggered again, the game froze for a few seconds and then ended in a draw.4. I expect that the game would not prompt me to take a different action when I'm not taking any actions.
Also, the game should process these stacks of triggered abilities faster. Maybe just don't play the animations if there's more than 10 abilities on the stack? That would speed things up a lot.
Workaround: don't use this strategy, which is a stupid and lazy solution.