Magic The Gathering: Arena

Magic The Gathering: Arena Dev Tracker




17 Nov

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Originally posted by Grumbul

Thanks Ben, I really appreciate how much you stay on top of the bug posts that pop up around here.

If you need anything more than the part I put on pastebin, I attached the full log file to my bug report on the official bug report tool.

If it turns out the opponent did just cast it too early, my apologies. I did what I could to rule that out before posting, but the log file is pretty difficult to decipher manually, and I didn't have a video recording.

OK, looking at both your client log and the server log for the match, it appears that your opponent did mistakenly play their [[Blacklance Paragon]] too early, while a [[Massacre Girl]] trigger was on the stack.

Here is a game state in your log that shows that the Paragon's trigger is on the stack at the same time as the Massacre Girl's trigger. You can see that the stack has two things in it:

{ "zoneId": 27, "type": "ZoneType_Stack", "visibility": "Visibility_Public", "objectInstanceIds": [ 372, 368 ] }

And that object 372 is an ability instance:

{ "instanceId": 372, "grpId": 136250, "type": "GameObjectType_Ability", "zoneId...
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I'll look into this tomorrow. I could imagine how this bug could occur, so let's see if I'm right. #wotc_staff


15 Nov

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Originally posted by rrwoods

It's interesting that you even need to do any action promotion here, given that Electrodominance instructs you to perform an action rather than setting up a lasting permission to perform that action later. Do you need to do the same thing for, say, drawing a card?

We need to have Resolution Time Actions Windows like Electrodominance's promote actions because:

A) the default assumption is that no action is legal (except pass)

B) it gives other abilities the opportunity to step in and prune the action (e.g. [[Teferi, Time Raveler]])

and C) Most of these windows specify an alternate cost for you to pay ("without paying its mana cost" for Electrodominance), which also means that we need to prune actions that have a different alternative cost.

#wotc_staff

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I like to think about it this way - there isn't a rule that says you can't cast Sorceries or other non-Flash spells at non-sorcery times. Rather, during those times, there simply isn't any rule saying you CAN cast those cards.

That's kind of how the underlying code works, too. The game proposes all the cards in your hand as castable (as well as other cards that abilities give you permission to cast). The default assumption during the Pruning step is that no proposed action can be performed, but certain rules Promote actions past pruning such as Prune_Promote_CastSorcerySpeed say "this is a cast action, the stack is empty, and it's your main phase, so the game says you can do this." And Prune_Promote_CastInstantSpeed says "this is a cast action for an Instant, so the game says you can do this."

Electrodominance itself adds a rule for the cards it proposes saying "this action was proposed by me, so I say you can do this." #wotc_staff


14 Nov

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Originally posted by asdjfsjhfkdjs

Flexing on us with that 00001 number!

100%

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If you're experiencing problems in game please let us know on our official bugs page! This helps us gather data on an issue and dive deeper into it, because there are so many different factors around performance issues. Things that help us immensely are:

  • Gameplay logs
  • DxDiag analysis
  • Additional details—w...
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Great idea! Charlie#00001

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I'll look into this tomorrow! #wotc_staff


13 Nov

Comment

It opens at 8am UTC, and lasts 24 hours.


10 Nov

Comment

Originally posted by MTGA-Bot

This is a list of links to comments made by WotC Employees in this thread:

  • Comment by WotC_BenFinkel:

    Not only that, but the distribution matters even if you cast it for the paid 7 red mana for it - because if you copy the spell, you didn't pay 7 red for the copy. #wotc_staff

  • Comment by WotC_BenFinkel:

    Well, guess I deleted my comment too late :P. Felt redundant with the other discussion.


This is a bot providing a service. If you have any questions, please contact the moderato...

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Well, guess I deleted my comment too late :P. Felt redundant with the other discussion.


08 Nov

Comment

Originally posted by SkywalkerJade

Thankfully not Eldraine. Turn one, mill 36 cards, pass. Though omniscience draft does have a lot of turn one wins usually...

The mechanics of ELD also just don't suit themselves well to Omniscience Draft. You can't pay adamant costs, and you have to use the mana for the creature half of adventures after casting the spell half (which in some cases mean you couldn't cast them at all).

So I wouldn't expect an ELD Omniscience Draft any time soon. :)

#WotCStaff


04 Nov

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Thanks for the report, this has been fixed internally and should go out in a future patch.


31 Oct

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Originally posted by Fynyr

Interesting. As long as the GRP is parsing the entire card before acting I can't see the issue with simply redefining the target(s) when the Overload cost is paid, but that could just be a limitation in the language. Also the exiling creatures from play and/or graveyards already exists on many cards we currently have in arena, it's just mixing the yard and board that muddies the current way the GRP actions the card?

Either way your response is much appreciated. If you guys ever open an office in Toronto (Ontario, Canada, that is) then I'll be first in line to help you guys out ;)

It's not a matter of "redefining targets" - there ARE no targets when you cast the spell using Overload. Which has a lot of implications: target verification is gone when validating whether casting the spell this way is legal, it's skipped when we resolve the spell, it no longer is a spell that "could target" anything, and of course when we resolve the spell it no longer consults what targets were selected when applying the effects of the spell. Those are huge differences that can't reasonably be made on the fly; the right way to do this is to separately parse the "target" and "each" version of all the abilities that could be on the card, and somehow have casting the spell using overload use that alternate parse.

As for the Angel of Serenity, my point is that the sentence structure is novel. The behavior isn't new, I'd expect fixing this precise card to take a half-hour at most (probably going up to an hour to include writing tests). But again, this sort of thing adds up, a...

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Originally posted by Charrikayu

What about the logistics of bringing back older sets already on Arena? I'm dying for Amonkhet sealed/drafts. And as much as I'd love a mastery pass/God avatars/sleeves to go along with it, that takes extra resources beyond a set that was once on the platform. For the cards themselves, how much work would that be?

For rules correctness, the work for the sets that were in the Closed Beta is almost nothing. For getting the quality of those sets to match that of those that are in the live game, there's at least a couple weeks of work. But the big hurdle I think is in answering the question "what's the best way for players to get access to these cards", which is a reasonably tough question that happens to be entirely out of my domain. #wotc_staff

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Originally posted by TurtleReaper

Is it true that the older sets that were already in Arena don't work anymore with the current rule set?

No, those sets still work. The level of polish on them is lower than the bar we've had since open beta though. #wotc_staff

Comment

Originally posted by AlexFromOmaha

Do you guys have remote employees? No one in their right mind is going to give me a signing/relo bonus big enough to cover the sunk cost of getting out of a brand new FHA mortgage, but the skills alignment there is top notch and I never thought a job at WotC would be in the cards for me.

I recommend applying if you think you're a good fit. #wotc_staff


30 Oct

Comment

Originally posted by StellaAthena

If it helps, you have my support for the change!

Is there somewhere I can find a list of all custom priority holds? I think Goblin Warboss has one?

Relatedly, I couldn’t figure out how to pull off a complicated play recently. I had Warboss and the red Cavalier in play, and Warboss had summoning sickness. I wanted to activate Cavalier’s ability after the token had been made (to buff the token) and before declaring attacks (so I could attack with Warboss). I ended up giving up trying to make it work because I had lethal anyways, but is there a way to hold priority there? I couldn’t seem to put the stop down because the bar hadn’t changed to “combat mode” yet.

Fortunately, we got to do one better for Legion Warboss: all cards that trigger when a certain step or phase occurs will give your opponent priority for the rest of the current step/phase if you put it into a legal zone for that trigger this step/phase. This also means that stuff like Arclight Phoenix entering your graveyard before combat will give your opponent a chance to react.

There is not a list of all the weird things that we do for Arena's default priority. It's already pretty unwieldy to describe and it changes with almost every release. If there's a frequent case that you think we don't handle, feel free to suggest it!

As for your complicated play, my recommendation is to open your Settings. Under Gameplay there should be an option called "Show Phases", which always shows the "phase ladder". You can toggle this setting by hitting the 'L' key in game (for "ladder", I guess?). This will allow you to put a stop at the beginning of combat any time. Alternativel...

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Originally posted by StellaAthena

Is the fact that Wicked Wolf’s ETB doesn’t yield priority automatically hand-coded? I lost a game recently after using Agent of Treachery to take control of a Tolsimir, Friend of Wolves and then casting Wicked Wolf my next turn. I didn’t turn on full control because Wicked Wolf doesn’t pass priority automatically.... but apparently Tolsimir does. I did have food on the table to use.

Yes, it is. We added the work for Wicked Wolf specifically because of the interacting abilities. I'm still trying to convince our designers that holding for any fight-resulting trigger is a good idea. #wotc_staff

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Originally posted by Fynyr

Can you elaborate on that? I'm genuinely curious how a mechanic as logically simple as Overload(if cast for alternate cost, change target to all) would be 'yucky'.

I'm Canadian unfortunately and unwilling/have no desire to move south, but I'd volunteer time remotely if it will bring non-standard formats to Arena faster. The disparity between Online and Arena makes me sad.

Sure, I'll try to summarize. Most of what I say below could be changed to make Overload work; my point is that that work hasn't been done yet and is pretty nontrivial.

The Games Rules Parser (GRP) reads the exact text on the card. So, for [[Cyclonic Rift]], it sees two abilities, "Return target nonland permanent you don’t control to its owner’s hand." and "Overload 6U". It parses those abilities independently. That is, for [[Mind Rake]], its first ability is literally the same as [[Mind Rot]]'s. They literally use the same code, there's not a Mind Rake version and a Mind Rot version.

Not only that, but there isn't any text on the card that says "Return each nonland permanent you don't control to its owner's hand." So we'd need to recognize that that is a text that we need to create. And then that needs to be an ability that Cyclonic Rift has access to (i.e. is loaded into the game when Rift is), but that it doesn't actually have (until you cast it using Ove...

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Originally posted by Fynyr

.. shouldn't it be really easy to bring in, say, all the RTR cards forward if this is the case? I can pitch in if it'll help.

You could apply here if you'd like! We do have an open position on the Rule team.

As for bringing in old sets, it's really equivalent to bringing in a new set for a lot of them (roughly as many unimplemented sentences and keywords). And RTR is actually one of the worst: Overload is a pretty yucky mechanic for a system that expects cards to do what their text says. #wotc_staff