Option to get priority at normal stops even if I don't have a game action when I have mana
Currently, the game checks whether or not you have an instant or an activated ability and skips your priority at the normal stop points (opponent playing a spell, new main phase, etc.).
This means that the opponent can easily tell whether or not you have an instant in hand and can even tell what instant it is based on how much mana you have and when the stops occur.
Full control is not a solution because adds a massive number of priority steps that don't normally occur even if you have instant speed abilities.
My proposed solution is an option to treat mana abilities the same way other activated abilities are treated. If I have mana and an opponent plays a spell, it should pause so they don't get a guarantee that I have no instants in hand.
This is extremely important when we are playing in arena opens where $500-$1000 can be riding on each game action of an important match.
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gmomemo#32464
commented
I lost a game because I was at 2 life and my opponent was at 1 life and he only had a Preacher of the Schism in play because I forced him to block with the rest of his team. I had an underground river in play and needed to add mana with an Underground River taking damage so that he could not attack--if both players are at 1 life Preacher of the Schism cannot attack because both abilities would trigger killing the player attacking with the Preacher of the Schism. The game would not hold priority after combat even with full control. It passed the turn and I lost because of the bug.
In another game in which I was likely losing anyways I had both a Gene Pollinator in play and a Sami, Ship's Engineer. I needed to add mana so I could get a 2/2 end of turn. I was not given a stop during my second main phase despite in full control.
Treat mana making abilities like activated abilities would be a fix. Automatically passing priority is bad when you have these available game options.