Magic: The Gathering Is Turing Complete (v5)
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Magic: The Gathering Is Turing Complete (v5)
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Re: Magic: The Gathering Is Turing Complete (v5)
#2Re: Magic: The Gathering Is Turing Complete (v5)
#3The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
Re: Magic: The Gathering Is Turing Complete (v5)
#4The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
> The first sixteen Reanimators were cast in the normal fashion, four by each of the players, and donated by a Bazaar Trader. The other twenty are Clones and Vesuvan Shapeshifters copying a Rotlung Reanimator. The phasing enchantments can include Teferi's Curse, Cloak of Invisibility, and Copy Enchantment, cast by any player and donated by a Bazaar Trader. These creatures and Auras must not be tokens, because tokens disappear when phased out.
Re: Magic: The Gathering Is Turing Complete (v5)
#5The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
On the "Cards" page, http://www.toothycat.net/~hologram/Turing/Cards.html : > The first sixteen Reanimators were cast in the normal fashion, four by each of the players, and donated by a Bazaar Trader. The other twenty are Clones and Vesuvan Shapeshifters copying a Rotlung Reanimator. The phasing enchantments can include Teferi's Curse, Cloak of Invisibility, and Copy Enchantment, cast by any player and donated by a…
Re: Magic: The Gathering Is Turing Complete (v5)
#6The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
Its funny how the rules were at most 4 copies, yet I had a red/white deck that had different versions of essentially the same spell (1 red + n colorless damage to target player or creature), and used it frequently against people who didn't understand how to properly defend against it. Had something like 12 cards in that deck that just did that.
Re: Magic: The Gathering Is Turing Complete (v5)
#7Earlier quoted context omitted.
Its funny how the rules were at most 4 copies, yet I had a red/white deck that had different versions of essentially the same spell (1 red + n colorless damage to target player or creature), and used it frequently against people who didn't understand how to properly defend against it. Had something like 12 cards in that deck that just did that.
Fun fact. The deck size isn't limited by the rules in tournaments as long as you don't delay the game by shuffling/handling it. A deck with around a thousand cards would be quite a nightmare to deck-check by a judge, and still be fairly quick to shuffle.
Re: Magic: The Gathering Is Turing Complete (v5)
#8The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
A more glaring error is the usage of Time and Tide together with comes-into-play effects. At least earlier, comes into play effects did was NOT triggered by phasing.
I stopped playing a few years ago, so they might have changed that rule though.
Re: Magic: The Gathering Is Turing Complete (v5)
#9The procedure mentions that you need 43 Rotlung Reanimators. A magic deck can only have at most 4 copies of the same card. :-) How are the copies created? Shouldn't be too hard to create infinite copies of a card, but I didn't see this mentioned anywhere.
There are cards that allow for copying creatures, so that can be worked around. A more glaring error is the usage of Time and Tide together with comes-into-play effects. At least earlier, comes into play effects did was NOT triggered by phasing. I stopped playing a few years ago, so they might have changed that rule though.
702.25d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
I don't think this is a problem because they don't use phasing to trigger comes-into-play effects, but only to change the color rules. This is clever because you can keep both parts of the machine, head and color, from interfering with each other.
Re: Magic: The Gathering Is Turing Complete (v5)
#10Earlier quoted context omitted.
Fun fact. The deck size isn't limited by the rules in tournaments as long as you don't delay the game by shuffling/handling it. A deck with around a thousand cards would be quite a nightmare to deck-check by a judge, and still be fairly quick to shuffle.
Well. You can have as many cards as you like, but still just 4 copies of any card, apart from basic lands. So there's very little benefit to having 200 cards in your deck.
http://gatherer.wizards.com/Pages/Card/Details.aspx?name=bat...