LordDorwin said: I keep count of my matches, and I must be extraordinarily unlucky if the majority of the player base has only seen this "once or twice"I have faced the Naruplicate exploit 33 times since I began annotating it as an aberration, similar to softlocks, software crashes and card bugs. 8 had haste and I was able to stop 11 with kill spells.I suppose the fact that my cellphone has retained structural integrity is some tribute to my patience.Because I think Naruplicate is an exploit rather than simply an overpowered card, I think the term "correction" or "preventative measure" should be used rather than "Nerf".The reason I consider it an exploit rather than a problem combo(unlike the variety of Blue Sun's Zenith decks popular a while ago) is the fact that it is a perversion of the intended purpose of the loop timer.Were there no loop timer, this discussion would not take place, as playing Naruplicate would simply force you to quit and lose the match and fix the deck you put no thought into building the moment you got tired of watching it run.However, the loop timer kindly gives you a big creature and the option to further enlarge it instead. As befits the principle of fairness, the computer is given that very same choice. (This is what makes the argument "but we have the LPS" either a snide sarcasm or simply ignorant).Now, because the problem lies with Naru Meha(she can do this trick with a variety of cards, not just one), there are several remedies:1: Let me deal with the proposal (hopefully made in jest) that her power be reduced to that of an Orchard Spirit. This would change nothing but the rate at which the Naru-stack increases in power - a one-shot kill of any enemy is still possible, but would take longer.2: Make any loop containing Naru exempt from the timer. This would greatly reduce it's appeal, but the attraction of the card for antisocial elements to troll others with would remain.3. Alter the card's programming and text, making it either a) impossible to copy or b) impossible to cast more than once per turn.(I personally am in favour of the second option)4. Ban the card from PvP competition. This would be similar to paper Magic's Restricted List. I don't really think this is a good option, because there is no such tradition in PQ and because software has the advantage of being correctable after release.5. Making the library finite, with exhaustion thereof constituting a defeat. This would radically change the entire game, and a lot of innocuous cards were written with the assumption of an infinite library. It would also be a lot of work to do. The results would be interesting to see, though.There is also this option:Change the card text and programming to "If you have one or more of (list of spells which can copy Naru and give her mana) in your deck, your opponent forfeits the game." (You can then add the original card text in case there is no such spell present). This would satisfy some people, make the "matches" faster and remove the illusion of gameplay or skill conferred at the moment.Notes:1. Where the term "Naruplicate" was used above, the reference is to the use of Naru Meha Master Wizard along with a copy or fetch spell with mana sufficient to fill said creature in such a way that a potentially infinite loop is forced to occur. (The use of Quasiduplicate is not a necessity, in other words.)2. The existence of other problematic card combinations or cards, flaws in gameplay and duration of loading of the game may be of interest or concern, but are not under discussion and not arguments for or against this issue.3. Thank you to the person who made the poll, I attempted not only to give my opinion but point out possible avenues towards correcting this situation.
Personally I think a slight adjustment to the wording would fix it.
"When this creature enters the battlefield, If the first spell in your hand is not a copy, create a copy of that spell and it gains full mana. Move the spell that was copied to the bottom of your hand. Other Wizards you control get +2/+2."
KingGrace said: I've been playing this game almost daily for something like three years. I play EDH in paper and expect game ending combos more often than not.It's annoying to lose to BSZ combos, sure. I once waited over ten minutes to lose a match because of BSZ infinite combos (Before the loop timer) I have also built several non-Naru related, Loop Timer causing combos in colors not including blue, but red because Hazoret's Undying Fury is absolutely nuts. Haven't seen talk of nerfing that, but I'm new to these forums and the talk of nerfing caused this first ever post.It sounds like many or most of the forum members have spent some money on the game. I have not, I'm just a grinder because I love MtG and match three. It's literally the only mobile game I play so long as I have internet access. I have never seen a Naruplicate combo. If I'm going to lose to another player's 'giant combo' deck, I just want to lose fast and get to the next match. Complaining about a single card when CPU match RNG is a larger problem (IMHO: Solved by having "Difficulty Levels" annotated) is infantile.Legacy events should enjoy the full breadth of play. I crush 97%+ of my matches having put exactly zero dollars into the game, and I'll continue to do so. 35 meetings with a Naru combo compared to how many matches you actually played is probably not a high percentage. I can take Kiora or Samut and consistently win in 5 turns or less, should they also be nerfed? My sole opinion is that anyone upset about losses to arbitrary and infinite combos is probably a little salty their k/d was slightly affected. Paper Magic is true PvP and they ban cards because the meta warps around them. That is not prevalent in MtGPQ. Not in my experience. Even those BSZ combos didn't happen often.Players shouldn't be punished because they found a combo that wins them games, especially if they paid money to obtain them. If there becomes precedent set of nerfing Magic: the Gathering cards, then it might as well be Hearthstone. There's literally nothing stopping you from forfeiting, commonly referred to as scooping, and going to the next match.I get salty, too, sometimes. Then I shuffle up and Rusev crush the next 8 opponents and get my smile back...Lighten up, it's just a game.
In the case of Naru Meha's loop though it repeats infinitely and without the loop prevention system in place, it would require a player to force quit the match...... I see it much like the Jace/Floodwaters combo years ago, not really breaking the game but are taking advantage of something that technically should not be occurring in the first place...
KingGrace said: In the case of Naru Meha's loop though it repeats infinitely and without the loop prevention system in place, it would require a player to force quit the match...... I see it much like the Jace/Floodwaters combo years ago, not really breaking the game but are taking advantage of something that technically should not be occurring in the first place... I guess I've lucked out and never experienced these Naru loop abuses. I will say, having forgotten what cards were interacting with BSZ, the loop was without doubt unending, but a card was included to also cause damage, though painfully slow. I'll just keep Hulk Smashing until I run into it and I can check the battle log (provided there's a loop interrupt)Maybe, if I'm lucky, I can pick up one of the abusive cards that aren't "pay to play" cards and I can abuse this Greg person I keep reading about. Hazoret's Undying Fury is still too easy to abuse. It's the only red spell I run in any red deck and Uh...Way...Wee... Gooooooo!
Greg is our nickname for the game's AI. It makes him a bit more fun lol.As for HUF, that's a legacy card. Legacy is a dumping ground of all sorts of infinite combos and turn 2 wins. The devs (and players) seem to have more or less accepted that as being ok (similar to paper magic, actually).The issue with Naru is she is standard legal (for a few more months, anyway) and much cheaper and simpler than most of the Legacy combos that already exist. BSZ also had that issue before it was nerfed, now it is just a really powerful spell that can't really go infinite anymore.