masterwoo0 said:An "Infinite Loop" is a state that does nothing. You arent attempting to do nothing, your attempting to end the game by inflicting 1000 damage to your opponents life points.
My loop isnt "infinite". If 1000 points ends the game, what's "infinite" about that? It doesnt even last past the activation of 2 Spell Cards.anthonyj said:Where was this definition acquired? An Infinite Loop has been previously defined by UDE/Konami as one without end. Please direct me to where you are getting information that it is okay to create an Infinite Loop as long as there is something else that will occur to benefit or damage one of the players as I have yet to see anything of the sort.
You are still intentionally starting an 'uncontrollable' infinite loop, The activation of "Axe of Despair" would be considered illegal and would not be allowed.Entropy said:My insomnia came up with something. If that whole "you can activate it if it would finish the duel" thing works, then:
Player A has Fire Princess and Spell Absorption.
Player B has Mystic Tomato and Pole Postion, and 300 LP left.
Player A equips Fire Princess with Axe of Despair. Its ATK becomes 2300, 1300, 2300, 1300, &c. But, Spell Absorption activates Fire Princess, ending the duel.
In this case, "Cyber Phoenix" will be destroyed by Game Mechanic since it is the source of the Infinite Loop.Entropy said:Anyway, what about this hypothetical situation?
Player A has Cyber Phoenix in ATK mode.
Player B has a Machine-type monster, and a face-down card.
Player A activates Shooting Star Bow - Ceal on Player B's monster.
Player B chains Armored Glass.
<resolve>
Player A activates Snatch Steal on Player B's monster.
<resolve>
Snatch Steal equips onto the monster. Armored Glass prevents any control-switching. Snatch Steal fully resolves, making it a legal move.
The turn ends. Armored Glass's effect ends, causing Snatch Steal to become active, and an infinite loop ensues.
Now...this was caused by a player ending a phase. How do we resolve it?
It looks like you may be correct on this one. I have re-read the "Pole Position" rulings and there is not one mention of another card being destroyed by Game Mechanic other than "Pole Position" itself. I will dig a bit deeper and see if I can fully agree or disagree with you...lol.Entropy said:Skey...you seem to be saying that the last card activated/to become active is the "source" of the loop. All the Pole Position rulings disagree, where Pole Position can be the first thing activated and still be the origin.
Personally, my theory is that the constant card is the source. By "constant" I mean that in all the scenarios, it's present. Pole Position is present, even though the ATK-boosting Spells and monsters can change.
Snatch Steal can easily be replaced by Falling Down. So, if I'm right, then Cyber Phoenix is the origin
Could be re-written as:If an infinite loop is caused because of game mechanics and not by a player's voluntary card play, "Pole Position" will be destroyed. When "Pole Position" is destroyed in this way, no monster on the field is destroyed by the effect of "Pole Position".
Swapping in the name of the card that is the source of the loop problem to start with. Chances are it will be a negation effect.If an infinite loop is caused because of game mechanics and not by a player's voluntary card play, "[insert_card_name]" will be destroyed.
skey23 said:It looks like you may be correct on this one. I have re-read the "Pole Position" rulings and there is not one mention of another card being destroyed by Game Mechanic other than "Pole Position" itself. I will dig a bit deeper and see if I can fully agree or disagree with you...lol.