Originally posted by Lyle Waldman:Another problem besides what has been stated so far is this: even if we are (virtually) guaranteed to reach the desired game state, if we cannot deterministically describe the loop, we cannot know all the intermediate game states that we will go through on the way to the desired outcome. So if we allow this sort of shortcut, what will happen when the Four Horsemen's opponent wants to interrupt the shortcut with Tormod's Crypt? Can he specify a certain game state in which, if and/or once reached, he wants to activate the Crypt (such as, for example, Emrakul and Blasting Station in the graveyard, with Emrakul's shuffle trigger on the stack)? How can we determine if the loop player's desired outcome or the opponent's desired interruption game state occurs first? Or should the opponent be able force the loop player to manually play through each iteration in this case to see if a game state in which he wants to interrupt just happens to come up?
What's the philosophy behind this? We all know that it will happen eventually, and we can deterministically define such a game state where it happens, so what's at issue here?
Originally posted by Lyle Waldman:
@Sebastian: The opponent is free to say “I want to respond at some point, so please execute the loop manually”. This is true for any loop, not just loops of this kind. By this method, the opponent can determine if the required game state occurs. However, we only allow this interruption in a game state where the opponent actually does have a legitimate reason to interrupt; if the opponent is just disagreeing to the shortcut to be a jerk and take additional match time, we do not allow this.
Originally posted by Casey Brefka:Lyle Waldman
@Sebastian: The opponent is free to say “I want to respond at some point, so please execute the loop manually”. This is true for any loop, not just loops of this kind. By this method, the opponent can determine if the required game state occurs. However, we only allow this interruption in a game state where the opponent actually does have a legitimate reason to interrupt; if the opponent is just disagreeing to the shortcut to be a jerk and take additional match time, we do not allow this.
Then where do we draw the line on how many iterations is acceptable for pace of play reasons? If Player A is executing the loop and trying to get to a certain gamestate, and Player B is waiting for a particular gamestate to interject with his Tormod's Crypt, how long are we willing to let them stare at each other and execute the loop before we ask them to move on in the game? That's precisely why the exact number of iterations needs to be expressed by the player executing the loop - otherwise both players could be sitting there doing that for the rest of the round instead of playing Magic.
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