scute swarm technical problems galore
it's clearly a known issue, and i'm sure there are simply too many hardware related factors on the side of each individual user, and likely software limitations on your end that aren't worth the the resources required to fix them, but the problem isnt going away.
I just played a scute swarm gitrog nonsense deck, that caused me to lose all timeouts, left inaccessible floating mana in the ether, kept the action on my opponent during my turn, and blocked all action at any speed from me during my turn including activated abilities of creatures and planeswalkers.
essentially my opponent got infinite turns to create an exponentially increasing number of scoots that were incidentally unable to deal damage to me and caused me to gain life until they hit around 240 when they inexplicably stopped triggering etb effects for my permanents.
i like scute swarm, but i hate landfall decks, and the other maddeningly trigger exploiting decks that sap time outs and make it a constant battle just to preserve enough time outs to be able to assign blockers or choose a card when searching your library.
if we cant ban all the basic nonsense spam deck tech thats so pervasive how about you add a feature that compensates eg: for every 10 of your opponent's separate triggers you get a timeout, and for every 30 grouped (resolve all) triggers you also get a time out.
![](https://secure.gravatar.com/avatar/57dce7122138b89d2af1a76b697b7656?size=40&default=https%3A%2F%2Fassets.uvcdn.com%2Fpkg%2Fadmin%2Ficons%2Fuser_70-6bcf9e08938533adb9bac95c3e487cb2a6d4a32f890ca6fdc82e3072e0ea0368.png)