Rope functions incorrectly w floating mana on op turn
Despite having no activated abilities and instantly passing priority back whenever I receive it on my opponents turn, I receive the rope which almost immediately also starts burning. I have four timers and have not seen the rope at all the entire match prior. It seems obvious that when you float mana the game is incorrectly judging that somehow you are burning time whilst your opponent is the one making all the game actions. There are going to be games where you have to float mana in response to mana giving permanents being removed because you have a spell to cast later, but can foreseeably burn through all your timers whilst having no ability to play the game any quicker.
Just one of the half dozen or so crippling and long-standing bugs with the rope/timer system that are overdue a fix.
Three of the others major ones are:
- opponent generating triggers for you burning your timer
- opponents triggers burning your timer even though you have passed priority and hit 'respond all'.
- receiving the rope when you're playing as fast as humanly possible and trying to combo off, eventually ending your turn prematurely even though you're on a deterministic win condition (eg drawing your entire deck).
Basically the game continues to be abused by ropers and AFKers, and punishing for fast players and combo decks especially.
Obvious overdue solution:
- ability to 'always pass' or 'always yes/no' to triggers
- ability to 'F6' and/or 'F8' as on MTGO when you don't want to cast anything or use abilities on oppo's turn. This speeds up matches and makes the game frankly a joy to play in comparison to the 'mother may I' state of gameplay.