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WindsStrider

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A member registered 43 days ago

Recent community posts

thank you. That explains it. 

BUG REPORT — Weathered Wayfarer Activated Ability Not Available


Card:

Weathered Wayfarer


Game mode:

Commander


Problem:

Weathered Wayfarer does not appear to allow me to activate its normal noncombat ability from the battlefield.


Expected card function:

Weathered Wayfarer should allow me to pay {W} and tap it to search my library for a land card, reveal that card, put it into my hand, then shuffle, as long as an opponent controls more lands than I do.


What is happening:

When Weathered Wayfarer is on my battlefield, I do not appear to have any option to activate its {W}, {T} ability.


The only time the card appears tappable/selectable is when I am declaring attackers, as though it can only be tapped by attacking.


I have specifically tried to use it during normal priority windows while it is on the battlefield and I have the required white mana available, but NeoForge does not give me an activation option for the land-search ability.


Expected behavior:

When all of the following are true:

- Weathered Wayfarer is under my control;

- it is untapped;

- I can pay {W};

- and at least one opponent controls more lands than I do;


I should be able to activate Weathered Wayfarer, tap it, pay {W}, search my library for any land card, reveal it, put it into my hand, and shuffle.


Actual behavior:

No activated-ability option is presented. The creature appears usable only through normal combat/attack selection.


Possible areas to check:

- Whether NeoForge is correctly checking the condition "Activate only if an opponent controls more lands than you."

- Whether the activated ability is being exposed in the battlefield action UI.

- Whether the card is incorrectly being treated as having no tap ability outside combat.

- Whether priority/action menus are failing to show conditional activated abilities on creatures.


Severity:

Moderate to High for this deck.


Weathered Wayfarer is an important utility card because it can search for specific lands such as Command Beacon, Hall of Echoes, Plaza of Heroes, or other utility/fixing lands. If its activated ability is unavailable, the card is functionally reduced to a 1/1 creature.


If needed, I can provide a game log or decklist from a game where Weathered Wayfarer was on the battlefield but its activated ability was unavailable.

On pc. Opened the graveyard by clicking on it. Version from two days ago.

Possible bug / unclear UI: Unable to decline Foundation Breaker’s optional destruction


Environment: NeoForge, multiplayer Commander game, playing Brenard, Ginger Sculptor.


Summary


I believe there may be a problem with how the interface handles—or explains—the optional destruction from Foundation Breaker’s enter-the-battlefield ability.


I did not want to destroy my Birthing Pod. However, I could not find a way to continue without choosing one of my own permanents, and Birthing Pod ultimately was destroyed. It is possible there was a workaround or a way to decline that I missed.


What happened


During turn 44 in the game log:


1. I activated Birthing Pod, sacrificing Spellseeker.

2. Birthing Pod put Foundation Breaker onto the battlefield.

3. Foundation Breaker’s ability prompted me to choose a target. The interface highlighted eligible permanents, which appeared to be only some of my own cards.

4. There was an OK button, but Cancel was grayed out.

5. I tried a couple of things to get past the prompt without losing one of my permanents, but I could not find a way.

6. I selected Birthing Pod to proceed, and it was destroyed.


To distinguish the two actions: sacrificing Spellseeker was the intended cost of activating Birthing Pod. Destroying Birthing Pod afterward was unwanted.


Expected behavior / rules clarification


Foundation Breaker’s ability says:


«When Foundation Breaker enters, you may destroy target artifact or enchantment.»


My understanding is that selecting a legal target can be required when this ability goes onto the stack, even if I intend not to destroy anything. However, under Comprehensive Rules 603.5, the decision whether to perform the optional action is made when the ability resolves.


Therefore, even if I must initially target my own Birthing Pod, I should still be able to decline to destroy it when the ability resolves.


I am not claiming that the disabled Cancel button by itself proves a bug. My concern is that I could not find a way to decline the destruction anywhere in the sequence.


Relevant game-log excerpt


Human activated Birthing Pod


Human triggered Foundation Breaker targeting [Birthing Pod (57)]


Birthing Pod (57) was put into Graveyard from Battlefield.


When Foundation Breaker enters, you may destroy target artifact or enchantment. (Targeting: [[Birthing Pod (57)]]) [Zone Changer: Foundation Breaker (32)]


Request


Could you check whether the optional destruction is being incorrectly forced, or whether the interface’s decline option is missing or unclear?


If there is already a way to decline, please explain the exact steps and which prompt or button I should use. If the ability is being automatically accepted, please also explain how to prevent that.


Rules references: "Foundation Breaker — official release notes" (https://magic.wizards.com/en/news/feature/modern-horizons-2-release-notes-2021-06-04); "Comprehensive Rules — see rule 603.5" (https://media.wizards.com/2026/downloads/MagicCompRules%2020260925.txt).

BUG REPORT — Clara Oswald incorrectly survives All Is Dust after choosing black


Cards:

Clara Oswald

All Is Dust


Setup:

Clara Oswald was one of the commanders.

Before the game, black was chosen for Clara's "Impossible Girl" ability.


Relevant Clara text:

"If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color."


Relevant All Is Dust text:

"Each player sacrifices all colored permanents they control."


Observed behavior:

All Is Dust resolved.

The War Doctor and other colored permanents were sacrificed.

Clara Oswald remained on the battlefield.


Afterward, Clara continued causing The War Doctor's triggered abilities to trigger an additional time.


Expected behavior:

Because Clara had chosen black, Clara was a black permanent.

All Is Dust should therefore have caused Clara to be sacrificed as a colored permanent.


Impact:

This materially changed the game because Clara incorrectly remained on the battlefield and doubled later War Doctor triggers.


Game-log evidence:

Turn 27:

Human cast Clara Oswald.


Turn 29:

Christian cast All Is Dust.

The War Doctor was put into Graveyard from Battlefield.

Clara Oswald was not sacrificed.


Turn 30 and later:

War Doctor triggers were still occurring twice, showing Clara remained active.

BUG REPORT — Unlicensed Hearse "up to two" target selection fails with only one selected card


Card:

Unlicensed Hearse


Relevant ability:

"T: Exile up to two target cards from a single graveyard."


Observed behavior:

When activating Unlicensed Hearse and the selected graveyard had only one card I wanted/was able to select, I selected that one card and attempted to confirm.


The interface then displayed a message equivalent to:

"You need to make a selection. Do you want to continue without making a selection?"


I chose yes because there was no second card to select.


The ability then resolved with no target and exiled nothing.


Later in the same game, when the graveyard contained two cards and I selected both cards, the ability worked normally and exiled both.


Expected behavior:

Because the ability says "up to two target cards," selecting exactly one legal target should be valid.


Valid target counts should be:

0, 1, or 2 cards from one graveyard.


Reproduction:

1. Put Unlicensed Hearse onto the battlefield.

2. Have a graveyard contain at least one card.

3. Activate Unlicensed Hearse.

4. Select exactly one card from that graveyard.

5. Confirm the selection.

6. Observe that the UI does not accept the single selected target and the ability resolves with no target.


Game-log evidence:

Turn 11:

Human activated Unlicensed Hearse targeting []

Unlicensed Hearse - Exile from the graveyard.


Later successful comparison:

Turn 15:

Human activated Unlicensed Hearse targeting [Artisan of Kozilek, Return of the Wildspeaker]

Both cards were correctly exiled.

BUG REPORT — Curator of Destinies / Possible Face-Up & Face-Down Pile UI Issue

Card:

Curator of Destinies

Game mode:

Commander

Problem:

When Curator of Destinies required me to divide/select cards into face-up and face-down piles, the NeoForge interface did not allow me to complete the required choices correctly.

What happened:

1. Curator of Destinies triggered and the interface displayed the cards involved in the effect.

2. I was supposed to assign/select cards into the required face-up and face-down piles.

3. I could not find a way to actually select or move the cards into the appropriate piles.

4. I clicked "Next," expecting another screen where I could complete the pile selection.

5. Instead, the choice interface disappeared.

6. The game then was waiting for the card selection to occur and  I could not continue the game after this point.

Expected behavior:

The interface should clearly allow the appropriate player to:

- view the cards they are entitled to see;

- assign the required cards to the face-up and face-down piles;

- confirm those piles;

- allow the appropriate opponent/player to make the required subsequent choice;

- and then move the cards to the correct zones.

Actual behavior:

The pile-selection step could not be completed, and advancing the interface caused the selection screen to disappear without resolving the effect correctly.

Severity:

High. This effectively ended the game because I could not properly resolve the card.

POSSIBLE BROADER ISSUE:

I suspect this may be more general than Curator of Destinies specifically.

My deck contains several cards involving unusual hidden-information pile mechanics, such as cards that require players to:

- divide several cards into multiple piles;

- make one pile face up and another face down;

- allow only one player to see certain cards;

- or have another player choose between those piles.

I have experienced interface difficulty with more than one effect of this general type, although not every pile card has necessarily failed in the same way.

It may be worth testing the general

I’d like to request an optional confirmation setting for the Declare Blockers step.


NeoForge already has a useful safeguard in some phases—for example, if I try to leave Main Phase 1 while I still have available mana, it may ask whether I’m sure I want to move on. I’d love to see a similar option for blocking.


The proposed setting could be something like:


“Confirm before skipping Declare Blockers” — On / Off


When enabled, if I am about to advance past the Declare Blockers step without assigning any blockers, NeoForge would display a confirmation such as:


“You have not declared any blockers. Are you sure you want to continue?”


Options could be:


- Continue without blocking

- Return to Declare Blockers


This would be especially helpful in board states with many triggered abilities and confirmation clicks.


For example, with decks that generate a lot of life-gain, +1/+1 counter, token, or other triggers, I may have 10–15 consecutive “OK” prompts to work through. After clicking through that many prompts, it becomes very easy to continue clicking automatically and accidentally advance past the point where blockers can be declared.


I’ve made that mistake more than once, and because missing the blocking step can completely change the outcome of a combat—or even the game—it would be very helpful to have an optional safeguard.


I would recommend making it a user-selectable setting rather than mandatory, so experienced players who prefer faster gameplay can leave it disabled while players who want the extra protection can turn it on.


Thanks for considering it.


Wind

I am only on 3.2. I will get the latest. Thank you for the fast reply

Thank you.. sorry for the user error on this one


Wind

Can you add the newly legal fracture card Samut, Hazoret’s Champion? Several others from that set are now available in NeoForge.


Wind

Bug report: combat celebrant card error


The card combat celebrant is not working correctly. It exerts as it should. However, it does not untap all other creatures after combat (or allow me to do so manually) and it does not provide a second combat phase.


Wind

bug report:

The info box that displays when you hover over a player (gives info like name, life, cards in hand, etc) does not display for the middle and far right player in 4 player mode (at least not when I am playing 3 AIs). This may only be an issue on certain screen sizes. I noticed while traveling and playing on my laptop.


Wind

 Bug: Cannot select multiple stacked creature tokens for Convoke


I ran into another issue that appears similar to the previous problem with selecting multiple Blood tokens from a stack.


I was casting Clever Concealment, which has Convoke. I had two creature tokens of the same type stacked together on the battlefield, and I wanted to tap both of those tokens to help pay the Convoke cost.


When the game prompted me to choose creatures to tap for Convoke, I clicked the stacked tokens. The first token was selected, but the stack did not separate or otherwise allow me to select the second token individually.


As a result, I could only use one of the two stacked creature tokens for Convoke, even though both were untapped and should have been legal to tap.


Expected behavior: When a cost or ability requires selecting multiple permanents from the same stack, the interface should allow me to select the required number of individual tokens from that stack.


Actual behavior: Selecting the stack only allowed one token to be chosen, with no apparent way to select the second token.


This seems related to the earlier issue where I could not select multiple Blood tokens from a stacked group when an effect required more than one.

Bug: Choice window becomes unrecoverable after using “View Battlefield” / Stack navigation


I ran into another case where I became unable to complete a required card-selection choice after temporarily leaving the choice screen to inspect the battlefield or stack.


Situation:

An opponent cast Dredge the Mire. The game opened a choice window asking me to select the appropriate creature card from a graveyard.


I did not immediately understand what the selection was for, so I clicked “View Battlefield” so I could inspect the spell that was creating the choice.


From there:


1. I opened the stack.

2. I inspected Dredge the Mire to read its text.

3. I then tried to return to the original selection.


At first, “Back to Choice” appeared to work, but instead of returning me to the actual card-selection window, it returned me to the stack.


If I then navigated away from the stack using “Cancel” rather than “View Battlefield,” the option to return to the original choice disappeared completely.


At that point the game appeared to be waiting for the spell/opponent to finish resolving, but it could not finish because my required selection had never been made and I no longer had any way to get back to the selection screen.


The game was effectively soft-locked and I had to abandon it.


Expected behavior:

If a player leaves a mandatory choice screen to inspect the battlefield, stack, or individual cards, there should always be a reliable way to return to the still-pending original choice.


“Back to Choice” should restore the actual selection interface, not merely return to the stack.


Actual behavior:

Navigating through the battlefield, stack, or card-detail views appears able to overwrite or lose the navigation state for the original choice.


The game then remains stuck waiting for a selection that the player can no longer make.


Additional note:

I have seen other variants of this same general problem when leaving a selection window to inspect cards or the battlefield, so this may be a broader issue with preserving pending-choice state rather than something specific to Dredge the Mire.

Card preview/enlargement unavailable in “revealed cards” windows

When NeoForge opens a temporary window showing cards that have been revealed — for example, the Fact or Fiction window in the attached screenshot — I cannot enlarge or zoom the individual cards.

This makes it difficult to read the card text, especially when several cards are displayed at once and therefore rendered fairly small.

Expected behavior: The normal card-enlargement/preview behavior should still work while cards are being displayed in these reveal/selection windows, ideally by hovering over or clicking a card.

Example: Fact or Fiction revealed five cards from an opponent’s library. I needed to evaluate the cards to make the piles, but there was no way to bring up a readable full-size version of any individual card.

Impact: This is more than cosmetic because these windows frequently require the player to make a decision based on the exact text of the revealed cards.

Feature Request — Allow card-selection windows to be minimized so the battlefield can be reviewed

When an effect asks me to select a card — for example, tutoring for a card, searching for a land, choosing a card from the graveyard/library, etc. — the card-selection window covers most of the battlefield.

It would be very helpful to have a Minimize / View Battlefield option while that selection is still pending.

Example: If I cast a tutor, what I want to search for may depend on what creatures, permanents, mana sources, or threats are currently on the battlefield. Right now I have to remember the board state before opening the selection screen.

Ideally I could:

  1. Minimize or temporarily hide the selection window.
  2. Inspect the battlefield normally.
  3. Reopen the selection window with my search/filter results still intact.
  4. Make my selection and continue.

This would also be useful for land searches, graveyard selections, and other effects where the best choice depends on the current board state.

Note: When you try and post a screen shot it fails saying you need to complete account verification.

BUG — Cannot select multiple Blood tokens from a stacked token pile

I encountered this with Strefan, Maurer Progenitor.

When Strefan attacks, his ability asks me to sacrifice two Blood tokens. I had three Blood tokens, which NeoForge displayed as a single stacked pile (x3).

I could click the Blood-token stack once and NeoForge correctly selected one token. The token became highlighted and the selection panel changed to:

“Select Blood token to sacrifice (1 left) — Picked 1 of 2.”

However, I could not select a second Blood token from the same stack.

The selected token remained on top of the stack, with the other two still underneath it, and there appeared to be no way to select another one.

Expected behavior:

When an effect requires selecting multiple identical permanents from a stack, NeoForge should allow multiple objects from that stack to be selected.

For example, after selecting the first token, it could visually separate from the stack or the stack could temporarily change from x3 to x2, allowing me to select another token.

Alternatively, repeated clicks on the stack could select additional individual tokens until the required number has been reached.

Impact:

This is gameplay-blocking for Strefan because his primary attack ability specifically requires sacrificing two Blood tokens, so if multiple Blood tokens are stacked together the ability cannot be completed.

Possible clue:

It looks like selecting a token for sacrifice only highlights it without moving or separating it from the stack. The already-selected top token may therefore still be receiving subsequent clicks.

Oh and there was no hs_err_pid1234.log file

I want to echo the stack point:

The stack is where magic is won and lost (in my opinion). I learned so much through the stack display in manabrew. I am still learning. I do find your stack very hard to use. It would be huge if the actual cards showed on the stack and you could expand them to see their order and read what they do. 

I do want to congratulate you on such an impressive app. This must have been, and continues to be, a huge effort.


Wind

I found the log from the second Coram crash.


neo-anterior.log contains a full exception at the point the game exited:


java.lang.NullPointerException:

Cannot invoke "forge.game.zone.Zone.isCardAddedThisTurn(...)"

because the return value of "forge.game.card.Card.getZone()" is null


The stack then goes through CardProperty.cardHasProperty,

SpellAbilityRestriction.checkZoneRestrictions / canPlay,

Spell.canPlay,

Card.getAllPossibleAbilities,

and AvailableActions.


This was the game where Henzie was actually my commander and Coram was one of the 99. I drew Coram, put him onto the battlefield, attacked with him, his mill trigger resolved, and then the game failed as combat advanced.


That seems potentially significant because Coram specifically creates permission to play cards from graveyards that were put there from libraries that turn, and the exception is occurring while the engine is checking whether a card was added to a zone this turn and whether it can be played.


I can send you both neo.log and neo-anterior.log. The exception is in neo-anterior.log.


Can I attach files to these replies? 


In answer to your Coram question... I have attacked with him twice and it happened both times. In both cases I did look through the discards after everyone milled, then attacked, then the game exited.

As another data point: coram does not have to be the commander for this bug to manifest. I tried a deck with him in it, but not the commander. Almost identical situation (except with only two bots). Game stopped again

BUG / UI: Enlarged card view can become impossible to close in deck builder


I have repeatedly run into a UI problem while building and reviewing Commander decks.


In the deck builder, opening/enlarging a card from the graphical card areas can bring up the larger card view, but I cannot find any way to dismiss it and return to what I was doing.


I have tried:


- Escape

- left-clicking

- right-clicking

- Spacebar


None of those closes the enlarged card.


I see the problem in the graphical deck-building/card-browsing area, and also in the "View the deck" screen where the deck is displayed by categories (Commander, Creatures, Spells, Artifacts, Enchantments, Lands, etc.). Clicking one of those cards can enlarge it and leave me unable to get back out of the enlarged-card view.


The text/card-name list on the right side of the normal deck-building screen does not seem to create the same problem.


The only reliable way I have found to recover is to close/restart Neo Forge. I have had to restart the program approximately 6-7 times because of this while working on one deck.


This does NOT appear to be a problem during an actual game; card viewing during gameplay has worked normally for me so far.


If there is already supposed to be a specific command for closing the enlarged card, it would be helpful to make that visible. If there is one, I have not been able to find it despite trying the normal mouse and keyboard options above.


I am using the current Windows Neo Forge download as of September 8, 2026.

BUG: Coram, the Undertaker attack causes Commander game to exit


I am playing a 4-player Commander game against 3 AI opponents using Coram, the Undertaker as my commander.


Reproduction sequence:


1. Coram, the Undertaker was on the battlefield as a 0/5.

2. I declared Coram as an attacker.

3. Coram's attack trigger resolved correctly and each player milled a card.

4. One of the milled creature cards caused Coram's power to update correctly from 0/5 to 2/5.

5. I advanced combat toward the Declare Blockers / Combat Damage portion of combat.

6. At that point Neo Forge abruptly exited the game.


There was no winner, loser, draw, or other game-ending result shown. The game simply closed/exited back out of the match.


I am not completely certain whether the exit occurred immediately upon entering Declare Blockers or when it automatically advanced through blockers because nobody blocked, but it occurred immediately after the Coram attack/mill sequence while combat was advancing.


The milling itself appeared to resolve correctly and Coram's power updated correctly before the failure.


This is particularly important for Coram because his attack trigger is a central part of how the commander functions.


I am using the current Windows Neo Forge download as of September 8, 2026.


Please let me know if there is a log file I can provide or a specific test you would like me to run to help reproduce it.