Some combos need a UI fix for i>20
Yes I'm talking about the generic i, if i=0 in a for() loop.
My opponent has demonstrated they have plenty of interaction and could be on a board wipe and thus would be in a commanding position if they untapped.
To save us both, lets have recordable for() loops. Player creates an action and then has a preview so they know the client understands what the loop is. They supply i<2000. Opponent is shown a step through mode and they may respond as these are triggers resolving. Then opponent may autoskip triggers until i=playerDefinedVal.
We dont need to see each loop fully. Just nullAnimations(card0, card1, card2, cardN...).
Surely your client can be programmed to deal with i=2000.
For this particular board state, opponent could have +3/+3 emblem and we would be looking at an empty board during their turn. My 76 life wouldnt do much against 5/5 bonking me (assuming I'm not drawing another CoCo to pop off again).
That we had to wait until I was out of timeouts and made a 52/53 is where modern and EDH games need an action maker and playback tool.