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* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger its effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional combat phases outside of the first combat phase of a turn without a heavy cost to prevent abuse.

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* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger its effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards instances of the ability on creatures and some other permanents wouldn't trigger additional combat phases outside of the first combat phase of a turn without a heavy cost or hard to trigger to prevent abuse.


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** Even after the changes to how damage resolves combat damage was still put on the stack. This caused ''a lot'' of rules headaches and loopholes. Because damage goes on the stack (and thus locked in), it allowed players to do things like sacrifice their own attacking or blocking creatures to activate effects while the damage they would deal would still go though, and most infamously caused the massive headaches that was calculating Trample damage. It took till ''Core Set 2010'' for them to finally remove damage on the stack to finally close the sacrifice creature loophole and make trample far less of a headache.

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** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This was due to how damage and damage prevention was resolved back then as separate phases in the batch. This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when its effect is resolved, and damage prevention effects acting as shields and Regeneration effects activate beforehand.

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** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This was due to how damage and damage prevention was resolved back then as separate phases in the batch. This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Lightning Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when its effect is resolved, and damage prevention effects acting as shields and Regeneration effects activate beforehand.



* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad unless it's trying to pop [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=29942 Battle of Wits]] (which isn't ''in'' Arena anyway).

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** However, a stipulation is that all damage ''and lifegain'' is calculated instantaneously, rather than in order, so that if you have 10 life and take 10 damage, but get 2 life from Lifelink, you don't lose, but instead end with 2 life points.
* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad unless it's trying to pop [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=29942 Battle of Wits]] (which isn't ''in'' Arena anyway).anyway).
** Similarly, while there is no ''theoretical'' limit to the number of tokens you can create from spells and effects, there is an upper limit of sanity. For games in person, the limit is usually defined by the tournament (or just space restrictions, or the number of tokens you can actually produce), but for ''Arena'', the maximum number of tokens is 250 as a hard cap, which already causes the engine to freak out. If an ability would create a token but you've already hit the max, the token just isn't created, and you lose any benefit (if a token creature would enter the battlefield and cause you to gain life, the token isn't created, the creature does not enter the battlefield, and you don't gain life, for example).

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