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This is more of an issue with SearchTargetGraveyardHandLibraryForCardNameAndExileEffect specifically in the applySearchAndExile. If a basic land is named the count limit is correctly incremented when searching the graveyard and hand. When the library selection occurs, any number of cards can be selected with the basic land name regardless of how many were previously selected from the graveyard and hand.
{1}{U}{B}
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
{3}{B}
Sorcery
Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
The problem is that we've 1) run out of legal targets, but 2) need to show the opponent's library to the player because they're allowed to search their opponent's library and in paper they could search the graveyard, hand, and library in any order. This triggers a search with 0 maximum targets which allows the player to choose an infinite number of targets. There needs to be some refactoring done to guarantee that 0 maximum targets is "show the choices but don't allow anything to be chosen" and use MAXINT for actual infinite targets.
This is more of an issue with
SearchTargetGraveyardHandLibraryForCardNameAndExileEffect
specifically in theapplySearchAndExile
. If a basic land is named the count limit is correctly incremented when searching the graveyard and hand. When the library selection occurs, any number of cards can be selected with the basic land name regardless of how many were previously selected from the graveyard and hand.Example:
init.txt file
Steps to reproduce
[ancient vendetta]
cheat (above)The text was updated successfully, but these errors were encountered: