Infinite combos should not time out their opponents.
I have nothing against infinite combos, but they should not time out their opponents while the combo is cycling, especially when the combo is based on an effect that can only be played as a sorcery.
Case in point, I had two hourglass tokens when my opponent started an infinite combo using Chitinous Crawler and Marketback Walker (being cast repeatedly with X equal 0) and I had to keep clicking to let stuff resolve (wasting my hourglass tokens) while they cycled through the combo to find their kill card.
They eventually found the card they were after and I resigned, but by this time I was done to zero hourglass tokens while they hadn't lost any time at all. in fact, I did not see their timer come up once during the cycling, even though they were doing all the actions and I was just clicking resolve.
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bonsai#70698
commented
Sadly, this has been an known issue on Arena for years and WotC does not seem to have a priority to fix it.
There's also the issue of Arena rewarding zero-interaction infinite combos (e.g. Marauding Blight-Priest + Bloodthirsty Conqueror) as Wins/Losses when according to Rule 731.4 they should be Draws.
"731.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)"
Whenever I see Bloodthirsty Conqueror enter the battlefield, I just concede.