Consuming Tide Stalls Out Game
To reproduce, play Consuming Tide while having zero nonland permanents on the field. The turn timer ticks down until all resets are used, after which that player loses the game. Autopass does not speed this up.
Firstly, is this a rules issue? Is the player supposed to lose the game because "choose a nonland permanent" is a Must effect? If so, auto-pass or spacebar should end the game immediately to avoid lost time. If this is not intended, then priority should go to the the opposing player to make their choice and resolve.
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Baron#71374
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