This is the list of bugs known in current version 0.6.0. Please post your feedback here. If you find a bug, please explain the exact steps to reproduce it.
General problems
- Sleep mode crashes the PSP
- Banding has no GUI representation
- Flanking does not work
- Mulligan is not implemented
- Exalted should be a triggered ability
- double strike: a creature with double strike that has been blocked shouldn’t be able to assign its “second” damage to a player, unless it has trample
- retrace is not implemented
- AI: The AI cannot play a card that has a cost of {0} such as Ornithopter
- Graveyard display does not update when a card is removed from it through a spell (regrowth, raise dead…)
- Graveyard “flames” effect is messed up
- When too much cards are in play, some of them are difficult to reach/see
- Cards that give protection from…to another one probably don’t work (not tested yet)
- Targets validity is generally not checked at ability/spell resolution, only when the spell/ability is cast
- Attack : if the blocked creature isn’t currently attacking anything (e.g. all blocking creatures are destroyed), it should assign no combat damage.
- regenerate a creature should not tap the creature immediately
- You cannot have more than 4000 cards in your collection
- Parser: when using card like: auto=target(creature[blocking]) 4/4 you can make you creature into “block mode” gives it +4/+4, then remove it from combat.
- Options: Audio volume is either 0 or 100%, other values actually put the volume at 100%
- Momir Basic crashes if you try to activate it with a mana cost for which no creature is availalbe
- shroud also keeps spells from targeting while the card is in the graveyard or in the hand
- creatures revived from the graveyard with a “target=” – line can’t target anything
- You can regenerate a creature that was killed with wither (-1/-1 counters)
- Fear Two-colored creatures can block as if were black or artifact (even if black isn’t one of the colors)
- Taking control of a card doesn’t update abilities that involve its controller. For example, taking control of a keldon warlord will not change its power/toughness according to your creatures, but those of your opponent
specific cards problems
- Aether Spellbomb has a problem in the shop with its name
- Arcanis the Omnipotent: can’t use “Draw” ability
- Brass Man: trying to “untap” brass man with no mana and outside of the upkeep phase crashes the game.
- Cancel is sometimes unable to choose a target
- Channel : Works but needs to be “used” from graveyard
- Counterspell is sometimes unable to choose a target
- Crystal Rod : Weird behavior
- Death ward: Can target but does not regenerate the target
- disrupting scepter (artifact) does not cast properly. when cast it activates ability (target player discards a card). when activating ability after casting it; does not allow for target. does very briefly display “red rectangle”. does not use mana from manapool
- Drain life can use non black mana
- Glasses of Urza : can be put in play but don’t do anything when activated
- Heartcage Giant (LRW) cannot sacrifice Elementals for free because for some reason there is an {G} activation cost in the auto line.
- Instill Energy: Can be cast, but does nothing to target
- Kjeldoram frostbeast(ICE) does not destroy any creature blocking/blocked by it at the end of combat
- Living artifact gives you one life whenever a card is tapped.
- Man O’ War (Portal) behaves strange when used. When summoned, it tends to either disappear or appear to be a land card
- Master Decoy (TMP) reported not to tap artifact creatures
- Minion of Leshrac : it has been reported that no creature can be sacrificed (not tested)
- Northern Paladin (RV) can target cards that have protection from white (e.g. Black Knight)
- Pit Imp – Tempest – Doesn’t have flying
- power surge (red enchantment) may still deal damage for lands no longer in play (for example after Amageddon).
- Prodigal Sorcerer’s mana cost is incorrect
- Pupeteer’s manacost is incorrect
- Repulse – invasion: Doesn’t draw a card as part of the effect
- Restrain (INV) needs: auto=draw:1 added to it
- Shadowfeed should give you 3 life but it doesn’t
- Siege-Gang Commander‘s ability has a weird flow if you want to target a player.
- Skeleton Ship(ICE)’s ability can’t be used.it keeps untapping while declare it as attacker.
- Skyshroud Vampire‘s (TMP) auto line is coded wrong: It should only be possible to discard creature cards, not cards of any type!
- Soldevi Machinist : Mana can be used for anything
- Soothing Balm – Mercadian Masques: Doesn’t give the option to target a player, therefore doesn’t give any life
- Soul Net: cannot use during opponent’s turn because the game doesn’t offer to interrupt
- Spell blast is unable to choose a target
- Strenght of Unity : Stays as enchantment, not enchant creature. Doesn’t do anything
- unstable mutation (blue enchantment) counters do not stay on creature after enchantment is removed/destroyed
- Walking Wall : can’t attack even after activating its ability
- warning(ICE) gives creature -9/-0 instead of deal no combat damage
In grey : Bugs that should be fixed in next release
In blue:Bugs that couldn’t be reproduced in current development version. It could mean that another bugfix fixed them without us noticing it, or the bug never existed, or the bug is a side effect of something else that cannot be tested easily. In that case, if you have that bug and know a way to reproduce it, please shout 🙂
“Cards that give protection from…to another one probably don’t work (not tested yet)”
A White Card, ‘Etc’ Knight (can’t remember the 1st name) have protection from Black and Red. And my deck was both red/black. Neither of my spells (red or black) could be aimed at him (i could not select it) so, protection from is sure working (tested at 0.5.x)
Sometimes when opponent plays a land the game crashes down
fireball is able to choose a target
, but not able to finish the target-chosing
@bill: please read the manual.pdf that comes with the game. Fireball works perfectly. You have to click on it again once you’re done choosing targets.
in “momir basic” mode you can’t add more than 9mana in your mana pool Otherwise the game bug
The game seems to crash after so many cards are viewed/played. Might be a memory allocation problem or something of that nature.