somsoc#29315
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@DrLoveFist#98447
If there were no clumps, it would indeed not be properly randomised. Randomness produces clumps. In theory you could have every single land at the top of your deck because this is one of the possibilities in the set of all shuffled decks (but not on Arena because it checks to make sure this kind of thing doesn't happen).If you expect to have land/spell/land/spell... or some other pattern throughout the game, every match, you're not going to get it, because that isn't random. If you want guaranteed mana for spells every match, play a different game that isn't a randomised card game with variance.
Alternatively if you want to minimise the effects of variance you should employ filtering, spell/land tutoring, cost reduction, and cards that have activated abilities (so you can use what mana you have in event of lacking land). Ideally a combination of all these things.
If you do none of these things you are going to be entirely at the mercy of variance, and it is as uncaring as most people will be to these kind of accusations.
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They're relatively unlikely in single game terms but not exactly astronomical in Magic terms. They're probably happening to multiple people every second and these times it happened to you. It really only matters if you saw this literally every time. Otherwise variance being what it is, in a run of matches you might see it happen more often than not - and it will obviously be noticeable when it does.
The first screenshot for example, having three of a card in hand by T3, should happen nearly every 1/100 games (.90% on the play or 1.27% on the draw). If you play on average 2.5 games per match you might expect to see it happen more often than 1/40 matches. And then there's mulligans on top of that meaning you're seeing even more hands. How many games do you play a day? It's going to happen pretty often, certainly within recent memory. Also Magic players tend to have a better ability to remember these things than others because the game itself trains us to recall these sort of things!
I don't think rand() being called in quick succession matters because you're generating a value from probably the floating memory and it changes far too fast. As in clock speed and not the ms it takes for the shuffle process to loop around and generate the next value. Try this yourself, put rand() in an empty loop that simply records the seed that you're using each time. Also 101 of using rand() is to feed the random number back in (re-seeding), to avoid any potential problems. Most libraries do this by default. I would guess it's probably impossible to generate the same seed in a loop unless you're running at the hardware level, and even then, maybe not, given how fast memory is and how active the OS might be. Not to mention when you remove a card the index of its neighbour (and every subsequent card) changes. The shuffle is agnostic to what the cards represent.
Really it's just more noticeable and memorable when these kind of patterns happen, so even though you're also playing dozens or hundreds or matches after making changes to a deck where those cards don't appear or not in multiples, you don't remember those ones.
You can test this yourself simply by swapping cards out and note if you see them in the very first game. You'll have to gather quite a lot of data to check how often it really occurs (impossible amount for a single user, really), but you should at least be able to disprove that it's happening 'too much'.
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You shouldn't really want to win games by your opponent making mistakes, especially with visible information. That's why the UI behaves like it does. It always asks when targeting warded creatures - not only when people can't pay costs. The creature has a different appearance so it's visibly warded and the only explanation is that they didn't interpret that visual information correctly.
They didn't cast the card, because you're asked for the target as part of the casting, not afterwards.
Also presumedly you untapped with Velomachus in play anyway so you were probably ahead in this exchange (and if your opponent is not aware what Ward is then you're probably so far ahead it doesn't matter).
In most games of Magic it's your responsibility to make the board state clear to your opponent, as well, especially if you have effects that are changing the abilities of your permanents. If you didn't make clear that it had Ward until after casting that would be more of an offence - at least in most levels of play. And at a tournament, again, either you're playing against more experienced players or you should afford your opponent a little bit of leniency. That's just good sporting behaviour.
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They rotated out of the beginner set, and they're not in standard, so they're unfortunately not legal.
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As sparks said, it doesn't change zones when you get enough devotion, the creature type simply applies to it again, you don't get a trigger.
The reason why it satisfies a trigger when it enters is a little more complicated (look up 'continuous effects' - if you want to know more), but basically it does indeed enter as a creature if you have devotion (including itself).
Relevant rule is 611.3c:
"611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield." -
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Tax only applies when casting from the command zone, not from exile. So if their commander was exiled they can cast it for normal casting cost or in this case free.
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To create a report:
https://mtgarena-support.wizards.com/hc/en-us/requests/newScreencap the game before it ends so you have their name.
Immediately after the game ends, go to cog menu, hit the 'Report a Bug' link which will generate a game log.
Login with the same account you user here and choose the reason, eg 'stalling' in this case.
Add the game log to the email.
If enough people do this they will hopefully take action. Unfortunately because it's not in-game most people don't bother, and these abusive players just hang around in the queues.somsoc#29315 supported this idea ·
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What's more is that the player who owns the triggers will not lose time but their opponent will lose clock time even if they have auto resolved the triggers!
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Pretty cool idea! Could also work with deathtouch (just to broaden its effectiveness), since things like spirits and artifacts and vehicles aren't alive to be affected by it.