This week's bug blog has some nice ones. The promo Relic Seeker doesn't work correctly. The non-promo version does. I really, really do not understand how their code can be so screwed up that it's even a possibility that different versions of the same card could function differently.
Updates keep randomly removing stops in my Interface, mostly discover it in time, but not always. It has happened that I didnt get to play that permanent before a turn later, and possibly loose because of this.
This might not be the update. I frequently unknowingly removed stops simply because of the location of the phase bar on the screen and the fact that the stops are toggled by clicking without any confirmation or notice.
As a user I am close to 100 percent sure that it isnt human error that did this. Heck, it might not even have anything to do withe the updates, it could be the mtgo programme in general that does this randomly at seldom times.
It's not really human error. I certainly wouldn't be surprised if the program itself or the updates are changing phase settings. I'm just saying that it's entirely possible to unknowingly remove a stop simply because the toggles are in a section of the screen where the cursor is constantly being dragged over, so it's common for a mouse click to register while passing over a toggle without you realizing it.
Updates keep randomly removing stops in my Interface, mostly discover it in time, but not always. It has happened that I didnt get to play that permanent before a turn later, and possibly loose because of this.
This might not be the update. I frequently unknowingly removed stops simply because of the location of the phase bar on the screen and the fact that the stops are toggled by clicking without any confirmation or notice.
So they're canceling next week's downtime because they don't know why they can no longer bring the program back online after downtime without problems. Can't make this stuff up.
It's a really sick joke that it took them 10 years to develop a swiss tournament with on-demand rounds, and that they continually promised that "LEAGUES ARE COMING!" knowing full well that this is not what anybody was hoping for when hoping for leagues.
However, if you like Legacy or Vintage, you're pretty much screwed - no Leagues for said format.
This time is really, really, for real. Really.
Not even, though....
I had always thought that "Leagues" basically meant "Sealed deck." I get the idea behind Constructed leagues, and am all for having that option, but at the expense of Limited? With their own admission that they just pushed Limited to the wayside because it was "too complex" for them?
Holy crap. I'd like to say that WotC Digital's incompetence never ceases to amaze me, but at this point, it's just expected. Even with these severely watered down Constructed leagues, I'm fully expecting awful entry cost/prizes, the release date to be pushed back, and the servers to crash periodically as they ramp up the capacities.
The thing that really scares me on drafts lately is my selection clock in the drafting portion will get down to 0 and just sit there for 10 more seconds. Every time I am wondering if there was some hickup and I will miss picks. I usually pick my card pretty early on then sit the rest of the time waiting for others to pick or maybe get auto picked who knows. It happens every draft too. You people need to pick faster and why do you have 10 more seconds to pick than me?
This isn't an error. Say everyone gets their P1P1 and has 50 seconds to pick. Players 8, 1, 2 and 3 each take 10 seconds and pass their pack to the next player. This means that players 1, 2, and 3 all immediately get their P1P2. However, Player 4 and Player 7 each take 40 seconds to make their pick. That leaves a pack hanging waiting for Player 4, and it leaves Player 8 waiting as his clock for his P1P1 ticks down even though he already made his pick. So, Players 1, 2 and 3 have their P1P2 clock going while Player 8 is still waiting on Player 7.
I don't know if I made that more complicated than it needed to be, but that's what's happening - the clock is for that individual pick, and it's not the same across the entire draft.
On both computers that I play Magic Online on, I have never had a game crash or disconnect... EXCEPT Magic Online. Maybe it wasn't necessarily a server issue, but it is entirely feasible that JackintheBox experienced an issue that others in the draft did not. That is the most baffling thing of all the mindboggling MODO-related things - that bugs and issues seem to occur at random to random users.
DEs went from taking in 96 tix and paying out 140 (MSRP) per 16 players to 192 tix in payout out 164 (MSRP of untradeable fun money). Insane price increase.
Given a creature behind Grave Titan, which of the two would you assume is the "top" creature? Keep in mind that when you choose the order cards go to your graveyard, the one you click first goes above the one you click second.
Sure unknown bugs happen. Since this was a known issue I think a simple solution would have been to push 15 of each basic to each account. Pretty simple to do and seems like an obvious band aid at least to me.
We do not have the ability to examine what WOTC's Project Management team or Software Development Life Cycle looks like and what those resource allocations are focused on. I am sure they estimated the impact to be a minimum and sending an alert via the website would be sufficient. In the future known bugs that create a negative game play experience should shelve a project. I would also limit a lot of external communication if your project pipeline is unreliable on delivery dates. Even only missing 1 or 2 go lives per year can give a poor impression.
I just don't even understand how a bug like this comes up (disclaimer: I work in programming). The "add lands" function has always worked properly. This update, as far as I know, included no modifications to the Limited deckbuilding process. HOW did it get screwed up? And, more to the point, if somehow something in that code did accidentally get touched, how did it get through testing? Is there even a QA process? It's just mindboggling.
As for your common sense solution of pushing 15 of each basic onto each account, sure, that makes perfect sense. You know what the geniuses at WotC decided to do? Send out a pop up notification that randomly appears to logged in users telling them to "open the 'New Account Package' product in their collection" if they're experiencing trouble adding lands to their deck. I saw this and thought, "Okay, their quick fix solution to this was to add that to each account so that everybody has access to basic lands. Makes sense." I went to my collection and, lo and behold, that product is NOT there. It's only there if you happened to NOT open the one they give you when you create your account. LOLOLOL
I saw someone on twitter saying that in order to add lands to your draft deck you need to own copies of those lands, is this a real thing or are they trolling?
I wouldn't be surprised with either option to be honest.
This is one of the few things this new build (that a week ago was pushed back because it wasn't "up to their standards" LOL) breaks. I almost timed out during deckbuilding of the first cube draft I did after downtime because I don't have basic lands on my account and had to go find them from a bot that I had credit with.
Basically, the "Add Lands" function in Limited events now uses the most recent basic lands you own in your collection. If you don't have a sufficient amount, lol good luck, go buy them. It also doesn't let you just double click on the land type to add one of that type to your deck like it used to. It also resorts your entire deck whenever you add basic land to it. And... the sorting of artifacts/lands in the colorless pile is essentially random.
Honestly have no idea how they manage to **** things up like this. It's absolutely pathetic.
How long do you think it'll take for them to implement the new mulligan rule assuming that it works out at the Pro Tour? I'll bet on 3 weeks after it is adopted in paper.
Considering something as seemingly simple as the Commander tuck rule has taken over three months and has now been delayed further because it is apparently too difficult for them, I'm going to say that we'll be lucky to get the mulligan update within half a year.
Regarding Gx Devotion, I've been having success against it with the list I played at SCG Baltimore. I posted it a few pages back I think, but for reference:
+2 Read the Bones, +2 Drown in Sorrow, +1 End Hostilities, +1 Bile Blight, +2 Mastery of the Unseen, sometimes +1 Dromoka's Command
-4 Fleecemane Lion, -1/2 Siege Rhino, -1 Sorin, Solemn Visitor, -1/2 Thoughtseize
With earlier iterations of the deck, I was siding out all of the Coursers and Rhinos, preferring the plan of Lion into removal spells, but I think transforming into a more controlling deck, using Courser to mitigate flood and hold off the small creatures while saving Price/Downfall/Charm for big threats (try to never tap out if they can cast a Whisperwood), works better. Drag the game out and win with Elspeth/Ugin/Mastery.
It's not really human error. I certainly wouldn't be surprised if the program itself or the updates are changing phase settings. I'm just saying that it's entirely possible to unknowingly remove a stop simply because the toggles are in a section of the screen where the cursor is constantly being dragged over, so it's common for a mouse click to register while passing over a toggle without you realizing it.
This might not be the update. I frequently unknowingly removed stops simply because of the location of the phase bar on the screen and the fact that the stops are toggled by clicking without any confirmation or notice.
Not even, though....
I had always thought that "Leagues" basically meant "Sealed deck." I get the idea behind Constructed leagues, and am all for having that option, but at the expense of Limited? With their own admission that they just pushed Limited to the wayside because it was "too complex" for them?
Holy crap. I'd like to say that WotC Digital's incompetence never ceases to amaze me, but at this point, it's just expected. Even with these severely watered down Constructed leagues, I'm fully expecting awful entry cost/prizes, the release date to be pushed back, and the servers to crash periodically as they ramp up the capacities.
This isn't an error. Say everyone gets their P1P1 and has 50 seconds to pick. Players 8, 1, 2 and 3 each take 10 seconds and pass their pack to the next player. This means that players 1, 2, and 3 all immediately get their P1P2. However, Player 4 and Player 7 each take 40 seconds to make their pick. That leaves a pack hanging waiting for Player 4, and it leaves Player 8 waiting as his clock for his P1P1 ticks down even though he already made his pick. So, Players 1, 2 and 3 have their P1P2 clock going while Player 8 is still waiting on Player 7.
I don't know if I made that more complicated than it needed to be, but that's what's happening - the clock is for that individual pick, and it's not the same across the entire draft.
Like a lot of other MODO bugs, it's probably only randomly bugged.
Goodbye to the already broken MODO economy.
From TheCardNexus on Reddit:
I just don't even understand how a bug like this comes up (disclaimer: I work in programming). The "add lands" function has always worked properly. This update, as far as I know, included no modifications to the Limited deckbuilding process. HOW did it get screwed up? And, more to the point, if somehow something in that code did accidentally get touched, how did it get through testing? Is there even a QA process? It's just mindboggling.
As for your common sense solution of pushing 15 of each basic onto each account, sure, that makes perfect sense. You know what the geniuses at WotC decided to do? Send out a pop up notification that randomly appears to logged in users telling them to "open the 'New Account Package' product in their collection" if they're experiencing trouble adding lands to their deck. I saw this and thought, "Okay, their quick fix solution to this was to add that to each account so that everybody has access to basic lands. Makes sense." I went to my collection and, lo and behold, that product is NOT there. It's only there if you happened to NOT open the one they give you when you create your account. LOLOLOL
This is one of the few things this new build (that a week ago was pushed back because it wasn't "up to their standards" LOL) breaks. I almost timed out during deckbuilding of the first cube draft I did after downtime because I don't have basic lands on my account and had to go find them from a bot that I had credit with.
Basically, the "Add Lands" function in Limited events now uses the most recent basic lands you own in your collection. If you don't have a sufficient amount, lol good luck, go buy them. It also doesn't let you just double click on the land type to add one of that type to your deck like it used to. It also resorts your entire deck whenever you add basic land to it. And... the sorting of artifacts/lands in the colorless pile is essentially random.
Honestly have no idea how they manage to **** things up like this. It's absolutely pathetic.
Considering something as seemingly simple as the Commander tuck rule has taken over three months and has now been delayed further because it is apparently too difficult for them, I'm going to say that we'll be lucky to get the mulligan update within half a year.
4 Temple of Malady
4 Temple of Silence
4 Windswept Heath
1 Urborg, Tomb of Yawgmoth
3 Llanowar Wastes
1 Caves of Koilos
2 Forest
2 Plains
4 Den Protector
4 Courser of Kruphix
4 Siege Rhino
4 Fleecemane Lion
1 Sorin, Solemn Visitor
1 Ugin, the Spirit Dragon
4 Thoughtseize
3 Hero's Downfall
4 Abzan Charm
2 Ultimate Price
1 End Hostilities
3 Arashin Cleric
2 Drown in Sorrow
2 Read the Bones
2 Duress
1 End Hostilities
2 Mastery of the Unseen
1 Bile Blight
2 Dromoka's Command
My general sideboarding plan has been:
+2 Read the Bones, +2 Drown in Sorrow, +1 End Hostilities, +1 Bile Blight, +2 Mastery of the Unseen, sometimes +1 Dromoka's Command
-4 Fleecemane Lion, -1/2 Siege Rhino, -1 Sorin, Solemn Visitor, -1/2 Thoughtseize
With earlier iterations of the deck, I was siding out all of the Coursers and Rhinos, preferring the plan of Lion into removal spells, but I think transforming into a more controlling deck, using Courser to mitigate flood and hold off the small creatures while saving Price/Downfall/Charm for big threats (try to never tap out if they can cast a Whisperwood), works better. Drag the game out and win with Elspeth/Ugin/Mastery.