Originally posted by Lyle Waldman:
I simply cannot get past the point in MTR where it says, in plain black and white, that a missed trigger should never be considered OOOS
Originally posted by Toby Elliott:Lyle Waldman
I simply cannot get past the point in MTR where it says, in plain black and white, that a missed trigger should never be considered OOOS
I'm staring at the MTR and I cannot see where it says that. Please point to a sentence.
Nor may players use out-of-order sequencing to try to retroactively take an action they missed at the appropriate time.
As to specific reports, be very careful of simply taking one player's word on what happened in a situation. At best, it's carefully phrased to portray them in a good light. In the Champion case, it was a slam-dunk super-obvious case of OOOS - his opponent played a borderland ranger, searched for a land, dropped it into play rather than revealing and putting it into his hand (nice of him, since there was overhead video), then ticked up his Champion. Technically too late, but… seriously?
Originally posted by Lyle Waldman:
Nor may players use out-of-order sequencing to try to retroactively take an action they missed at the appropriate time.
Originally posted by Lyle Waldman:I feel that having a trigger resolve is a separate thing from taking an action.
Nor may players use out-of-order sequencing to try to retroactively take an action they missed at the appropriate time.
Originally posted by Toby Elliott:Lyle Waldman
Nor may players use out-of-order sequencing to try to retroactively take an action they missed at the appropriate time.
I think you are misunderstanding the word “missed”. It's using the “forgot” definition.
Alex Kümmling
I feel that having a trigger resolve is a separate thing from taking an action.
Originally posted by Matthew Johnson:
This is different to an issue with triggers. Resolving Harrow in the wrong order does not gain any information that would otherwise be available after the action which is out of order (specifically called out in the section on OOOS). Probing, seeing the opponent's hand and then drawing a card before triggering Ascension (an example given above) definitely does involve that. Drawing a card and then taking an action which technically occurs during the upkeep also does.
Originally posted by Matthew Johnson:
I have lost games in the past under previous trigger rules due to resolving multiple 'land into play' events before ticking up my Khalni Heart Expedition for the turn (it's a may, so at the time still missable). I accepted that I misplayed and moved on. Same here if you believe (for example) that Ascension triggers later than it actually does.
Originally posted by Matthew Johnson:
This is not out of order sequencing, this is a tournament shortcut which is codified in the MTR. The OOOS that Lyle is asking about seems to be explicitly _not_ allowed per the MTR / IPG. This is what he (and I, and I'm sure others) would like some clarity on.
Originally posted by Matthew Johnson:
But should we allow it to be performed at the wrong time? The OOOS rules give some guidance around this (gaining information, going back for things you missed at the proper time) which seem to be being applied quite loosely.
Originally posted by Matthew Johnson:
What I think many of us worry about here is a. the difficulty in assessing this (who isn't going to say 'I always remembered it, clearly') and b. the potential for abuse in getting information out of the opponent by being unclear in your communication. I'm all for clear communication, but when it's unclear I'd rather not benefit the player being unclear (whether it was deliberate or not)
Edited Brian Schenck (Dec. 23, 2012 03:53:25 PM)
Originally posted by Matthew Johnson:
On Sat Dec 22 14:05, Brian Schenck wrote:
Resolving Harrow in the wrong order does not gain any information that would otherwise be available after the action which is out of order (specifically called out in the section on OOOS). Probing, seeing the opponent's hand and then drawing a card before triggering Ascension (an example given above) definitely does involve that.
Originally posted by David Zalesky:You're probably right. Feel free to call me (or Toby) the very next time it does happen, in a sanctioned, Comp REL match. :D
I do not expect it ever to happen in real life
Originally posted by Lyle Waldman:
Not only Todd, and not only of SCG, many articles have been written by high-profile players regarding the new trigger rules and all of them basically say the same thing Todd was saying (you can look up other references by LSV, Matt Sperling, and others on ChannelFireball, if you'd like more examples). If we write 4.3 as written, players interpret it as they do, and then we go and do things differently, it makes the player base very uncomfortable.
Originally posted by Lyle Waldman:
To Toby: Your response to Matthew's comment sounds an awful lot like asking judges to interpret the game state, which I learned in my training is something we're explicitly forbidden from doing as judges.
Originally posted by Lyle Waldman:
How is adding a trigger to Pyro Ascension any different from, for example, attacking into an empty board? Should we rewind the game state if a player goes to second main, then realizes “oops I could have attacked into an empty board” and wants to go back to combat? How is that situation different from adding a counter to Pyromancer Ascension?
Originally posted by Lyle Waldman:
The mere fact that David was able to point you to a case (an edge case, a very strange edge case, nonetheless, but nevertheless a case) where you would not want to add a counter to Pyro Ascension in that case should be reason enough to not allow it under OOOS.
Originally posted by Lyle Waldman:
To Toby: Your response to Matthew's comment sounds an awful lot like asking judges to interpret the game state, which I learned in my training is something we're explicitly forbidden from doing as judges.
These procedures do not, and should not, take into account the game being played, the current situation that the
game is in, or who will benefit strategically from the procedure associated with a penalty. While it is tempting to try
to “fix” game situations, the danger of missing a subtle detail or showing favoritism to a player (even
unintentionally) makes it a bad idea.
If the trigger specifies a default action associated with a choice made by the controller of the trigger (usually “If you don't …” or “… unless”), resolve the default action immediately without using the stack. If there are unresolved spells or abilities that are no longer legal as a result of this action, rewind the game to remove all such spells or abilities. Resulting triggers generated by the action still trigger and resolve as normal.
There are some situations and policies where we say not to take game state into account, and there are times it's unnecessary, but not paying attention? Yikes.
What is a general rule is that we don't assume that players are making the strategically correct/optimal play, but that's a far cry from not looking at the game state to help explain what's going on. That would be giving a player who has genuinely missed their PA trigger the counter because “they obviously would make that play”. (which, ironically, brings us back to the Pyreheart Wolf ruling)
What I think many of us worry about here is a. the difficulty in assessing this (who isn't going to say ‘I always remembered it, clearly’)…
Originally posted by Lyle Waldman:
How is adding a trigger to Pyro Ascension any different from, for example, attacking into an empty board? Should we rewind the game state if a player goes to second main, then realizes “oops I could have attacked into an empty board” and wants to go back to combat? How is that situation different from adding a counter to Pyromancer Ascension?
I'm not following the logic here at all. Why are we rewinding? The only time OOOS involves a rewind is if the opponent says “hang on, I want to take an action you didn't know about during that block. We need to sequence this properly”. How does that apply to combat?
remembering triggers that benefit you is a skill(IPG, page 7, section 2.1)
Also, if a player says “oops, I should have added a PA counter”, that's not OOOS.
Originally posted by Lyle Waldman:
The mere fact that David was able to point you to a case (an edge case, a very strange edge case, nonetheless, but nevertheless a case) where you would not want to add a counter to Pyro Ascension in that case should be reason enough to not allow it under OOOS.
I can produce a similar edge case to make a mess out of every single piece of policy we have. You cannot make useful policy if you're going to worry about a tournament game with Scout's Warning, Hex Parasite and Fling. That's why they're corner cases and why we give judges some flexibility in extreme situations.
Originally posted by Lyle Waldman:
Direct quote from IPG, page 6, section 1.3:
Originally posted by Lyle Waldman:
In particular, regarding the Pyro Ascension example, again a direct quote from IPG, page 8, section 2.1:
Originally posted by Lyle Waldman:
Your claim was that we should allow the OOOS because “why would a player not want to add the counter?”.