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JaxMugen8#86810

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  1. 2 votes

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  2. 3 votes

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  3. 1 vote

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  4. 2 votes

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  5. Algorithm Improvement

    909 votes

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    JaxMugen8#86810 commented  · 

    Basically, title.

    Here's what it basically is: it's like you're going second, but you have a restricted (one copy), instant speed, zero mana card in your hand that you can cast on your oppoonent's upkeep, that ends the opponent's turn, and just to be safe it has split second. It's also always in your opening hand if you're going second, and it's removed from your deck if you're going first.

    That card is so powerful that everyone would play it. And the person going 'first' basically gets that card every game (they draw after they play it, so they go back up to 7 cards). In fact, the reality is even better because they know what the new 7th card they're going to have is before they start the game.

    One extra card draw does not counteract such power, particularly when the biggest issue when going second is the tempo the first player has from that whole extra turn - typically, you're not dying because you run out of cards, you're dying because they had a whole extra turn to play their's.

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    JaxMugen8#86810 commented  · 

    In best of one formats, the chance of winning is heavily skewed towards the player going first. It's not as bad in best of 3 as sideboard play can greatly impact matches, but in best of one, the extra tempo the first player gets from being a turn ahead will often lead to them winning "by a single turn".

    Can *something* be done to help with this? I'm not sure what exactly - lots of balancing issues would need to be considered - but it'd likely have to be something to help counteract the tempo that player 1 gets.

    Thanks!

    JaxMugen8#86810 supported this idea  · 
  6. 28 votes

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    JaxMugen8#86810 commented  · 

    This has come up in various different situations where I've been careful to hold full control just in case the game doesn't respond as I intend (such as doing stuff with Midnight Clocks that are about to pop off), but I never expected the priority issue to be here, given that it's so basic.

    Basically, opponent is in their second main phase. I'll lose if it goes to their end step and don't do anything (due to Angel of Destiny). I have FOUR DIFFERENT CARDS in hand I can use at instant speed.

    Opponent attempts to move to their end step - and I get no priority. I don'tt know if the devs know the rules of MTG, but you can't proceed past a step or phase unless all players pass priority. I SHOULD HAVE HAD PRIORITY HERE. And it's such a basic thing (moving past a main phase while a player has potential instants to play) that I should have to put a freaking stop/control hold in place in order to do it.

    Please fix this. NOW. YESTERDAY EVEN. The game is so greedy and has so many issues that something this basic is totally unacceptable.

    JaxMugen8#86810 supported this idea  · 
  7. 1 vote

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  8. 1 vote

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  9. 1 vote

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  10. 1 vote

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    JaxMugen8#86810 commented  · 

    Just confirming that this is how +1/+1 and -1/-1 counters work (as a state based action, an equal amount of +1/+1 and -1/-1 counters will 'obliterate' each other and be removed from the permanent). In fact, this is how the Putrid Goblin/Thran Vigil combo works in historic.

  11. 2 votes

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  12. 1 vote

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