Now, this might be an immense necro, and I am really sorry, but wouldn't Rule 101.1 break any kind of loop?
Like, if someone just stands up and leaves, it is essentially the same, but 101.1 provides an in-rule way out of every loop, therefore an infinite loop is inherently impossible to achieve?
I don't understand people, my friends included, who feel they need to quit MTG to better themselves. It's a hobby. It's a fun, recreational de-stress hobby that you can turn to and gives social interaction and a winding down between career, responsibilities, etc. Only if you make it your life does it conflict. But there's never a need to quit any game. If played right, it can actually be an important motivating factor in keeping you happy enough to be successful as it helps buffer responsibility with pleasure/recreation.
Now, this might be an immense necro, and I am really sorry, but wouldn't Rule 101.1 break any kind of loop?
Like, if someone just stands up and leaves, it is essentially the same, but 101.1 provides an in-rule way out of every loop, therefore an infinite loop is inherently impossible to achieve?
I don't follow. Unless rule 101.1 was different at the time of your post, rule 101.1 has nothing to do with breaking loops. Rule 101.1 states:
101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
Did you instead mean to ask, "Doesn't rule 104.4b break any kind of loop?" If so, the answer is: it depends. Loops like Sporemound and Life and Limb where playing a land causes Sporemound to create a saproling, but that saproling is a land due to Life and Limb so it causes Sporemound to create a saproling, but that saproling is also a land so it causes Sporemound to create a saproling, and that saproling is a land as well, and so on and so forth... Rule 104.4b ends games in a draw whenever those types of loops occur because they can never be terminated. The Wild Ride is similar in that it can't be terminated once it's begun, but it's a bit different as well seeing as it doesn't really use the stack. Yes, the game state may not be changing, but nothing is stopping players from moving through the steps and phases of the game either.
But to answer your second question, I'm not certain that 104.4b is impossible to circumvent. I just don't know enough about what constitutes a "loop of mandatory actions" in the eyes of the game. It may be possible to create infinite "novel" gamestates under the effects of the Ride. That would make it so that 104.4b never draws the game, and the Wild Ride stays in effect throughout the entire duration. I just lack the rules knowledge necessary to even begin working that angle. Hell, it might not be possible to even construct such a thing given the parameters of the Ride anyway.
I don't understand people, my friends included, who feel they need to quit MTG to better themselves. It's a hobby. It's a fun, recreational de-stress hobby that you can turn to and gives social interaction and a winding down between career, responsibilities, etc. Only if you make it your life does it conflict. But there's never a need to quit any game. If played right, it can actually be an important motivating factor in keeping you happy enough to be successful as it helps buffer responsibility with pleasure/recreation.
In short, I was making Magic my life. I don't begrudge anyone for playing Magic. I just personally needed to move away from it.
Private Mod Note
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
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Like, if someone just stands up and leaves, it is essentially the same, but 101.1 provides an in-rule way out of every loop, therefore an infinite loop is inherently impossible to achieve?
|| UW Jace, Vyn's Prodigy UW || UG Kenessos, Priest of Thassa (feat. Arixmethes) UG ||
Cards I still want to see created:
|| Olantin, Lost City || Pavios and Thanasis || Choryu ||
Did you instead mean to ask, "Doesn't rule 104.4b break any kind of loop?" If so, the answer is: it depends. Loops like Sporemound and Life and Limb where playing a land causes Sporemound to create a saproling, but that saproling is a land due to Life and Limb so it causes Sporemound to create a saproling, but that saproling is also a land so it causes Sporemound to create a saproling, and that saproling is a land as well, and so on and so forth... Rule 104.4b ends games in a draw whenever those types of loops occur because they can never be terminated. The Wild Ride is similar in that it can't be terminated once it's begun, but it's a bit different as well seeing as it doesn't really use the stack. Yes, the game state may not be changing, but nothing is stopping players from moving through the steps and phases of the game either.
But to answer your second question, I'm not certain that 104.4b is impossible to circumvent. I just don't know enough about what constitutes a "loop of mandatory actions" in the eyes of the game. It may be possible to create infinite "novel" gamestates under the effects of the Ride. That would make it so that 104.4b never draws the game, and the Wild Ride stays in effect throughout the entire duration. I just lack the rules knowledge necessary to even begin working that angle. Hell, it might not be possible to even construct such a thing given the parameters of the Ride anyway. In short, I was making Magic my life. I don't begrudge anyone for playing Magic. I just personally needed to move away from it.
Trap your friends in an endless game with this 23-card combo!