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[[AC: TabletopGame/MagicTheGathering]]
* There are many indefinite loops possible in this game. The rule is that if the game ends up in an unstoppable loop, then it ends in a draw; the most common of these involves [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Animate Dead]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=35056 Worldgorger Dragon]]. If it ''is'' stoppable, then the players simply decide how many times the loop occurs.
** The usual trick with Animate Dead and Worldgorger Dragon is to combine it with another effect which can take place while one of the infinite looping abilities is on the stack, usually [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=984 Bazaar of Baghdad]] to fill up the graveyard so Animate Dead can get a 20/20 with haste and flying or something similar.
** The rules have on occasion been changed (used as a tournament rule when a draw is not an option) so that an unbreakable loop counts as a loss for the player who created it.
** Magic has a bunch of cards with the Nightmare creature type. The most (in)famous of these is called [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108840 Faceless Butcher]]. When it comes into play, it removes a creature from the game other than itself. When it leaves play, the removed creature comes back. So, to draw the game, make sure there are no creatures in play. You need three Butchers (let's call them A, B and C.) Play Butcher A. Nothing happens since there are no legal targets for his first ability. Play Butcher B. B has a legal target: A. Remove A from the game. Play Butcher C. Butcher C has a legal target: Butcher B. Now B has left play, so the second ability triggers and resolves: Return the removed creature to play. The removed creature was Butcher A. A comes into play and has a legal target for its ability: C. Remove C from the game, which bring back B, which removes A... unless someone can either counter one of the abilities (only two or so cards in the entirety of the card pool targets triggered abilities) or can kill one of the butchers before the abilities happen, you've created an infinite loop and the game is a draw.
** The Lorwyn/Shadowmoor blocks had several creatures with the Champion ability, which removes a creature you control from the game, often with restrictions on the sort of creature it can target. This can be used to create loops.
** Also note that such loops can lead to a game-ending condition if combined with other cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108862 Pandemonium]].
** These days in Magic, the O-Ring Lock is better known than Faceless Butcher, with three of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220586 Oblivion Ring]]. Works exactly the same way, though, so if there are no other non-land permanents, you've just locked the game.
*** Someone got the situation semi-deliberately in an [[https://www.youtube.com/watch?v=AGXG5rNe_tI actual game in MtG Online]]. The server was not programmed to handle the situation and it kept crashing and restoring the game up to that point in a loop... ("Semi-deliberately" meaning that the situation came naturally in an actual game, and the player saw it coming and could have avoided it, but decided to cause the loop just to see what would happen.)
** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. You now have one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from Stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve completely. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15142 Opalescence]] is an enchantment that turns all other enchantments into creatures. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43602 Day of the Dragons]] is an enchantment that exiles all of your creatures and replaces them with dragons until [=DotD=] leaves the battlefield. If you cast Day of the Dragons while Opalescence is on the battlefield, [=DotD=] will replace all of your creatures with dragons, including itself. but since that causes [=DotD=] to leave the battlefield, your newly created dragon tokens will go away and your original creatures will return, including Day of the Dragons. [=DotD=] entering the battlefield again will cause all of your creatures, including [=DotD=], to be replaced with dragons, and so on, and so on...
** Put both [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8875 Transcendence]] on the battlefield. If you have (or reach) 20 life, transcendence will trigger its "lose the game" ability, which will do nothing due to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]]. However, after the ability resolves, it will automatically trigger again and do nothing. After that, it will trigger again. And again. And again...
* Because of [[http://magiccards.info/m11/en/212.html Platinum Angel]] (ability: you can't lose the game and your opponents can't win the game) and [[http://magiccards.info/wwk/en/47.html Abyssal Persecutor]] (ability: you can't win the game and your opponents can't lose the game) it is possible for two players to end up with some combination that prevents either from winning and then exhaust all possible means in either deck for the responsible cards to be destroyed. Not even a deck-out can end the game at that point.

[[AC: TableTopGame/{{Pokemon}} TCG]]
* In the old days, you were technically allowed to retreat a Pokémon as much as you wanted. What does this mean when you have two free retreaters? Simple: a never-ending game!
* A particularly famous - albeit rare - example in the Pokémon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokémon protected entirely from non-evolved Pokémon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokémon, the game often ends perfectly tied, with no remedy per the rules in sight.
** To make matters worse, this stalemate has no practical remedy in tournament play at all: if it happens, you're in for a long, drawn-out 40 minute round. When it's all over, the judges will either A) make you go to sudden death all over again, where this could repeat indefinitely, or B) simply give you and your opponent double game losses for delaying the event (ties are not allowed).
* Metal Arceus's Metal Barrier attack can activate this trope if your last Pokémon is a LV.X Pokémon.
** There's a combination of cards in the unlimited format that can consistently win the game before your opponent can take a turn. Nobody's managed to come up with a reliable way to defend against it.
** Pokemon has a system where six random cards from the deck are set aside at the beginning of a match and can only be taken by scoring a KO on your opponent. Because you can only run four copies of any given card, it's entirely possible that all four of any given card can end up among these. Certain decks, such as Durant Mill, that rely on a single card can be rendered completely helpless thanks to this system.

[[AC: TableTopGame/SentinelsOfTheMultiverse]]
* Many situations like this can come up with villains that have special win/lose conditions, mostly as a result of the Final Wasteland environment removing cards from play. For example, if more than two of The Chairman's underbosses are taken out of the game, the players will never be able to make him flip to his vulnerable side.
* Certain villains are immune to certain types of damage -- Shu of the Ennead and Gloomweaver on Advanced mode, for instance, are immune to melee and projectile damage. If you have a team of heroes that can only do those damage types, in an environment which can't help in any way, that villain is unbeatable.
----
To return to top page, click [[UnwinnableByMistake here.]]

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[[AC: TabletopGame/MagicTheGathering]]
* There are many indefinite loops possible in this game. The rule is that if the game ends up in an unstoppable loop, then it ends in a draw; the most common of these involves [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Animate Dead]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=35056 Worldgorger Dragon]]. If it ''is'' stoppable, then the players simply decide how many times the loop occurs.
** The usual trick with Animate Dead and Worldgorger Dragon is to combine it with another effect which can take place while one of the infinite looping abilities is on the stack, usually [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=984 Bazaar of Baghdad]] to fill up the graveyard so Animate Dead can get a 20/20 with haste and flying or something similar.
** The rules have on occasion been changed (used as a tournament rule when a draw is not an option) so that an unbreakable loop counts as a loss for the player who created it.
** Magic has a bunch of cards with the Nightmare creature type. The most (in)famous of these is called [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108840 Faceless Butcher]]. When it comes into play, it removes a creature from the game other than itself. When it leaves play, the removed creature comes back. So, to draw the game, make sure there are no creatures in play. You need three Butchers (let's call them A, B and C.) Play Butcher A. Nothing happens since there are no legal targets for his first ability. Play Butcher B. B has a legal target: A. Remove A from the game. Play Butcher C. Butcher C has a legal target: Butcher B. Now B has left play, so the second ability triggers and resolves: Return the removed creature to play. The removed creature was Butcher A. A comes into play and has a legal target for its ability: C. Remove C from the game, which bring back B, which removes A... unless someone can either counter one of the abilities (only two or so cards in the entirety of the card pool targets triggered abilities) or can kill one of the butchers before the abilities happen, you've created an infinite loop and the game is a draw.
** The Lorwyn/Shadowmoor blocks had several creatures with the Champion ability, which removes a creature you control from the game, often with restrictions on the sort of creature it can target. This can be used to create loops.
** Also note that such loops can lead to a game-ending condition if combined with other cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108862 Pandemonium]].
** These days in Magic, the O-Ring Lock is better known than Faceless Butcher, with three of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220586 Oblivion Ring]]. Works exactly the same way, though, so if there are no other non-land permanents, you've just locked the game.
*** Someone got the situation semi-deliberately in an [[https://www.youtube.com/watch?v=AGXG5rNe_tI actual game in MtG Online]]. The server was not programmed to handle the situation and it kept crashing and restoring the game up to that point in a loop... ("Semi-deliberately" meaning that the situation came naturally in an actual game, and the player saw it coming and could have avoided it, but decided to cause the loop just to see what would happen.)
** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. You now have one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from Stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve completely. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15142 Opalescence]] is an enchantment that turns all other enchantments into creatures. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43602 Day of the Dragons]] is an enchantment that exiles all of your creatures and replaces them with dragons until [=DotD=] leaves the battlefield. If you cast Day of the Dragons while Opalescence is on the battlefield, [=DotD=] will replace all of your creatures with dragons, including itself. but since that causes [=DotD=] to leave the battlefield, your newly created dragon tokens will go away and your original creatures will return, including Day of the Dragons. [=DotD=] entering the battlefield again will cause all of your creatures, including [=DotD=], to be replaced with dragons, and so on, and so on...
** Put both [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8875 Transcendence]] on the battlefield. If you have (or reach) 20 life, transcendence will trigger its "lose the game" ability, which will do nothing due to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]]. However, after the ability resolves, it will automatically trigger again and do nothing. After that, it will trigger again. And again. And again...
* Because of [[http://magiccards.info/m11/en/212.html Platinum Angel]] (ability: you can't lose the game and your opponents can't win the game) and [[http://magiccards.info/wwk/en/47.html Abyssal Persecutor]] (ability: you can't win the game and your opponents can't lose the game) it is possible for two players to end up with some combination that prevents either from winning and then exhaust all possible means in either deck for the responsible cards to be destroyed. Not even a deck-out can end the game at that point.

[[AC: TableTopGame/{{Pokemon}} TCG]]
* In the old days, you were technically allowed to retreat a Pokémon as much as you wanted. What does this mean when you have two free retreaters? Simple: a never-ending game!
* A particularly famous - albeit rare - example in the Pokémon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokémon protected entirely from non-evolved Pokémon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokémon, the game often ends perfectly tied, with no remedy per the rules in sight.
** To make matters worse, this stalemate has no practical remedy in tournament play at all: if it happens, you're in for a long, drawn-out 40 minute round. When it's all over, the judges will either A) make you go to sudden death all over again, where this could repeat indefinitely, or B) simply give you and your opponent double game losses for delaying the event (ties are not allowed).
* Metal Arceus's Metal Barrier attack can activate this trope if your last Pokémon is a LV.X Pokémon.
** There's a combination of cards in the unlimited format that can consistently win the game before your opponent can take a turn. Nobody's managed to come up with a reliable way to defend against it.
** Pokemon has a system where six random cards from the deck are set aside at the beginning of a match and can only be taken by scoring a KO on your opponent. Because you can only run four copies of any given card, it's entirely possible that all four of any given card can end up among these. Certain decks, such as Durant Mill, that rely on a single card can be rendered completely helpless thanks to this system.

[[AC: TableTopGame/SentinelsOfTheMultiverse]]
* Many situations like this can come up with villains that have special win/lose conditions, mostly as a result of the Final Wasteland environment removing cards from play. For example, if more than two of The Chairman's underbosses are taken out of the game, the players will never be able to make him flip to his vulnerable side.
* Certain villains are immune to certain types of damage -- Shu of the Ennead and Gloomweaver on Advanced mode, for instance, are immune to melee and projectile damage. If you have a team of heroes that can only do those damage types, in an environment which can't help in any way, that villain is unbeatable.
----
To return to top page, click [[UnwinnableByMistake here.]]
[[UnintentionallyUnwinnable/NonVideoGame]]
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[[AC: MagicTheGathering]]

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[[AC: MagicTheGathering]]TabletopGame/MagicTheGathering]]
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** Magic has a bunch of cards with the Nightmare creature type. The most (in)famous of these is called [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108840 Faceless Butcher]]. What this does is that when it comes into play, it removes a creature from the game other than itself. When it leaves play, the removed creature comes back. So, to draw the game, make sure there are no creatures in play. You need three Butchers (let's call them A, B and C.) Play Butcher A. Nothing happens since there are no legal targets for his first ability. Play Butcher B. B has a legal target: A. Remove A from the game. Play Butcher C. Butcher C has a legal target: Butcher B. Now B has left play, so the second ability triggers and resolves: Return the removed creature to play. The removed creature was Butcher A. A comes into play and has a legal target for its ability: C. Remove C from the game, which bring back B, which removes A... unless someone can either counter one of the abilities (only two or so cards in the entirety of the card pool targets triggered abilities) or can kill one of the butchers before the abilities happen, you've created an infinite loop and the game is a draw.

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** Magic has a bunch of cards with the Nightmare creature type. The most (in)famous of these is called [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108840 Faceless Butcher]]. What this does is that when When it comes into play, it removes a creature from the game other than itself. When it leaves play, the removed creature comes back. So, to draw the game, make sure there are no creatures in play. You need three Butchers (let's call them A, B and C.) Play Butcher A. Nothing happens since there are no legal targets for his first ability. Play Butcher B. B has a legal target: A. Remove A from the game. Play Butcher C. Butcher C has a legal target: Butcher B. Now B has left play, so the second ability triggers and resolves: Return the removed creature to play. The removed creature was Butcher A. A comes into play and has a legal target for its ability: C. Remove C from the game, which bring back B, which removes A... unless someone can either counter one of the abilities (only two or so cards in the entirety of the card pool targets triggered abilities) or can kill one of the butchers before the abilities happen, you've created an infinite loop and the game is a draw.

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A few examples moved here from the "Tabletop Games" subpage.



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* Metal Arceus's Metal Barrier attack can activate this trope if your last Pokémon is a LV.X Pokémon.
** There's a combination of cards in the unlimited format that can consistently win the game before your opponent can take a turn. Nobody's managed to come up with a reliable way to defend against it.
** Pokemon has a system where six random cards from the deck are set aside at the beginning of a match and can only be taken by scoring a KO on your opponent. Because you can only run four copies of any given card, it's entirely possible that all four of any given card can end up among these. Certain decks, such as Durant Mill, that rely on a single card can be rendered completely helpless thanks to this system.



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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15142 Opalescence]] is an enchantment that turns all other enchantments into creatures. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43602 Day of the Dragons]] is an enchantment that exiles all of your creatures and replaces them with dragons until [=DotD=] leaves the battlefield. If you cast Day of the Dragons while Opalescence is on the battlefield, [=DotD=] will replace all of your creatures with dragons, including itself. but since that causes [=DotD=] to leave the battlefield, your newly created dragon tokens will go away and your original creatures will return, including Day of the Dragons. DotD entering the battlefield again will cause all of your creatures, including DotD, to be replaced with dragons, and so on, and so on...

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15142 Opalescence]] is an enchantment that turns all other enchantments into creatures. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43602 Day of the Dragons]] is an enchantment that exiles all of your creatures and replaces them with dragons until [=DotD=] leaves the battlefield. If you cast Day of the Dragons while Opalescence is on the battlefield, [=DotD=] will replace all of your creatures with dragons, including itself. but since that causes [=DotD=] to leave the battlefield, your newly created dragon tokens will go away and your original creatures will return, including Day of the Dragons. DotD [=DotD=] entering the battlefield again will cause all of your creatures, including DotD, [=DotD=], to be replaced with dragons, and so on, and so on...
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** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. You now have one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.

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** Play a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=116724 Stuffy Doll]], but target ''yourself'' with its damage-sharing ability instead of an opponent. Then enchant it with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135248 Pariah]], which bounces damage off of you and back on to the Doll. Then tap it to deal one damage to itself. You now have one damage being passed around an infinite number of times. If they disenchant the Pariah, you take 1 from stuffy Stuffy and that's it. (The actual process is. Stuffy deals 1 damage to itself, that ability resolves (stack is empty at this point), then Stuffy's ability is triggered, dealing 1 damage to you. Then when it begins resolving, pariah redirects the damage to itself. Then it triggers again. The only time to interrupt this loop is when the 1 damage goes on the stack, in which then pariah is no longer around when the 1 damage resolves, so it will be dealt to you.
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* Certain villains are immune to certain types of damage. If you have a team of heroes that can only do those damage types, in an environment which can't help in any way, that villain is unbeatable. (Fighting The Ennead in Megalopolis can be this way with heroes that only do Melee or Projectile damage can result in this.)

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* Certain villains are immune to certain types of damage -- Shu of the Ennead and Gloomweaver on Advanced mode, for instance, are immune to melee and projectile damage. If you have a team of heroes that can only do those damage types, in an environment which can't help in any way, that villain is unbeatable. (Fighting The Ennead in Megalopolis can be this way with heroes that only do Melee or Projectile damage can result in this.)\n
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Added Sentinel\'s Of The Multiverse

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[[AC: TableTopGame/SentinelsOfTheMultiverse]]

* Many situations like this can come up with villains that have special win/lose conditions, mostly as a result of the Final Wasteland environment removing cards from play. For example, if more than two of The Chairman's underbosses are taken out of the game, the players will never be able to make him flip to his vulnerable side.
* Certain villains are immune to certain types of damage. If you have a team of heroes that can only do those damage types, in an environment which can't help in any way, that villain is unbeatable. (Fighting The Ennead in Megalopolis can be this way with heroes that only do Melee or Projectile damage can result in this.)
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[[AC: TableTopGame/{{Pokemon}}TCG]]

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[[AC: TableTopGame/{{Pokemon}}TCG]]TableTopGame/{{Pokemon}} TCG]]
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[[AC: TableTopGame/{{Pokemon}} Pokémon TCG]]
* In the old days, you were technically allowed to retreat a Pokemon as much as you wanted. What does this mean when you have two free retreaters? Simple: a never-ending game!
* A particularly famous - albeit rare - example in the Pokemon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokemon protected entirely from non-evolved Pokemon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokemon, the game often ends perfectly tied, with no remedy per the rules in sight.

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[[AC: TableTopGame/{{Pokemon}} Pokémon TCG]]
TableTopGame/{{Pokemon}}TCG]]
* In the old days, you were technically allowed to retreat a Pokemon Pokémon as much as you wanted. What does this mean when you have two free retreaters? Simple: a never-ending game!
* A particularly famous - albeit rare - example in the Pokemon Pokémon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokemon Pokémon protected entirely from non-evolved Pokemon; Pokémon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokemon, Pokémon, the game often ends perfectly tied, with no remedy per the rules in sight.
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[[AC: TableTopGame/{{Pokemon}}]]

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[[AC: TableTopGame/{{Pokemon}}]]TableTopGame/{{Pokemon}} Pokémon TCG]]
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Deleted Mr. Mime example as it is not an instance of \"unwinnable by mistake.\" The Mr. Mime matchup is just a particularly slow one, whereas the trope describes situations that actually cannot yield victory.


* In the early game, before all of the fancy stuff, a simple locked game could be formed with both players having only a Mr. Mime on the field and nothing to cancel abilities. The problem arose with Mr. Mime's Pokepower:
--> ''Whenever an attack (including your own) does 30 or more damage to Mr. Mime (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)''
** They had only one attack, ''Does 10 damage plus 10 more damage for each damage counter on the Defending Pokémon,'' and a weakness to psychic, which back then would mean damage was doubled. Each player could attack once doing 20 damage. All subsequent attacks would deal 60 damage, more then double what the wall says it will resist. The only hope is that someone can deck the other player.
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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15142 Opalescence]] is an enchantment that turns all other enchantments into creatures. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43602 Day of the Dragons]] is an enchantment that exiles all of your creatures and replaces them with dragons until [=DotD=] leaves the battlefield. If you cast Day of the Dragons while Opalescence is on the battlefield, [=DotD=] will replace all of your creatures with dragons, including itself. but since that causes [=DotD=] to leave the battlefield, your newly created dragon tokens will go away and your original creatures will return, including Day of the Dragons. DotD entering the battlefield again will cause all of your creatures, including DotD, to be replaced with dragons, and so on, and so on...
** Put both [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8875 Transcendence]] on the battlefield. If you have (or reach) 20 life, transcendence will trigger its "lose the game" ability, which will do nothing due to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=206329 Platinum Angel]]. However, after the ability resolves, it will automatically trigger again and do nothing. After that, it will trigger again. And again. And again...
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*** Someone got the situation semi-deliberately in an [[https://www.youtube.com/watch?v=AGXG5rNe_tI actual game in MtG Online]]. The server was not programmed to handle the situation and it kept crashing and restoring the game up to that point in a loop... ("Semi-deliberately" meaning that the situation came naturally in an actual game, and the player saw it coming and could have avoided it, but decided to cause the loop just to see what would happen.)
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* Because of [[http://magiccards.info/m11/en/212.html Platinum Angel]] (ability: you can't lose the game and your opponents can't win the game) and [[http://magiccards.info/wwk/en/47.html Abyssal Persecutor]] (ability: you can't win the game and your opponents can't lose the game) it is possible for two players to end up with some combination that prevents either from winning and then exhaust all possible means in either deck for the responsible cards to be destroyed.

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* Because of [[http://magiccards.info/m11/en/212.html Platinum Angel]] (ability: you can't lose the game and your opponents can't win the game) and [[http://magiccards.info/wwk/en/47.html Abyssal Persecutor]] (ability: you can't win the game and your opponents can't lose the game) it is possible for two players to end up with some combination that prevents either from winning and then exhaust all possible means in either deck for the responsible cards to be destroyed.
destroyed. Not even a deck-out can end the game at that point.

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After reading what \"natter\" is, it became clear that the first example I edited should just have \"exponentially\" removed from the sentence, and the other two just removed completely. In short, the \"discussion in the main page\" was removed.


*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely exponentially[[note]]It's not so much "exponential" as it is "linear". After activating and resolving Stuffy Doll's tap ability, two triggered abilities (one from Stuffy Doll, one from Repercussion) are put on the stack, both attempting to deal 1 damage to you. Then, when one resolves, two more triggered abilities (from the same sources) are put on the stack. Thus, two triggers becomes three triggers becomes four triggers...[[/note]] increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
*** Actually, it's harder than this to break the loop- Disenchant destroys an artifact (or an enchantment) and Stuffy Doll is indestructible- things that destroy do nothing to it. You'll need something more hefty, like Revoke Existence, which removes a copy of an artifact (or enchantment) entirely from the game.[[note]]Actually, Disenchant could easily just destroy Pariah or the Repercussion from the above example. If, for some odd reason, you need a standard-legal card (despite Pariah not being standard-legal, and "standard-legal" as of Return to Ravnica block), Erase from M13 also works.[[/note]]
*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATION[[note]]Not actually true. The only thing taking damage is Stuffy Doll, which is indestructible anyway. Additionally, the ''comprehensive rules themselves'' specifically state the Furnace of Rath example to elaborate on how replacement effects apply; in short, if you have two Furnaces of Rath and are trying to deal 2 damage, you deal 8 damage. Not 4, and not infinity (and not effectively infinity).[[/note]]

to:

*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely exponentially[[note]]It's not so much "exponential" as it is "linear". After activating and resolving Stuffy Doll's tap ability, two triggered abilities (one from Stuffy Doll, one from Repercussion) are put on the stack, both attempting to deal 1 damage to you. Then, when one resolves, two more triggered abilities (from the same sources) are put on the stack. Thus, two triggers becomes three triggers becomes four triggers...[[/note]] increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve.resolve completely. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah... \n*** Actually, it's harder than this to break the loop- Disenchant destroys an artifact (or an enchantment) and Stuffy Doll is indestructible- things that destroy do nothing to it. You'll need something more hefty, like Revoke Existence, which removes a copy of an artifact (or enchantment) entirely from the game.[[note]]Actually, Disenchant could easily just destroy Pariah or the Repercussion from the above example. If, for some odd reason, you need a standard-legal card (despite Pariah not being standard-legal, and "standard-legal" as of Return to Ravnica block), Erase from M13 also works.[[/note]]\n*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATION[[note]]Not actually true. The only thing taking damage is Stuffy Doll, which is indestructible anyway. Additionally, the ''comprehensive rules themselves'' specifically state the Furnace of Rath example to elaborate on how replacement effects apply; in short, if you have two Furnaces of Rath and are trying to deal 2 damage, you deal 8 damage. Not 4, and not infinity (and not effectively infinity).[[/note]]
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\"in\" -> \"is\"; corrected a minor typo with my last edit.


*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATION[[note]]Not actually true. The only thing taking damage is Stuffy Doll, which in indestructible anyway. Additionally, the ''comprehensive rules themselves'' specifically state the Furnace of Rath example to elaborate on how replacement effects apply; in short, if you have two Furnaces of Rath and are trying to deal 2 damage, you deal 8 damage. Not 4, and not infinity (and not effectively infinity).[[/note]]

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*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATION[[note]]Not actually true. The only thing taking damage is Stuffy Doll, which in is indestructible anyway. Additionally, the ''comprehensive rules themselves'' specifically state the Furnace of Rath example to elaborate on how replacement effects apply; in short, if you have two Furnaces of Rath and are trying to deal 2 damage, you deal 8 damage. Not 4, and not infinity (and not effectively infinity).[[/note]]
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As a rules advisor, I know how MTG works in and out. I couldn\'t resist the urge to correct, or at least elaborate. (All edits were added in note form)


*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely exponentially increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
*** Actually, it's harder than this to break the loop- Disenchant destroys an artifact (or an enchantment) and Stuffy Doll is indestructible- things that destroy do nothing to it. You'll need something more hefty, like Revoke Existence, which removes a copy of an artifact (or enchantment) entirely from the game.
*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATION

to:

*** If you have [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Repercussion Repercussion]], boom! You now have an infinitely exponentially exponentially[[note]]It's not so much "exponential" as it is "linear". After activating and resolving Stuffy Doll's tap ability, two triggered abilities (one from Stuffy Doll, one from Repercussion) are put on the stack, both attempting to deal 1 damage to you. Then, when one resolves, two more triggered abilities (from the same sources) are put on the stack. Thus, two triggers becomes three triggers becomes four triggers...[[/note]] increasing stack of damage constantly bouncing between you and the Stuffy Doll, with no way for it to ever resolve. Unless your opponent is sitting on a Disenchant, in which case he just waits until the damage is up around 10 billion or so, and then disenchants the Pariah...
*** Actually, it's harder than this to break the loop- Disenchant destroys an artifact (or an enchantment) and Stuffy Doll is indestructible- things that destroy do nothing to it. You'll need something more hefty, like Revoke Existence, which removes a copy of an artifact (or enchantment) entirely from the game.
game.[[note]]Actually, Disenchant could easily just destroy Pariah or the Repercussion from the above example. If, for some odd reason, you need a standard-legal card (despite Pariah not being standard-legal, and "standard-legal" as of Return to Ravnica block), Erase from M13 also works.[[/note]]
*** One could also use [[http://magiccards.info/10e/en/204.html Furnace of Rath]] to achieve this same end... INFINITE ACCELERATIONACCELERATION[[note]]Not actually true. The only thing taking damage is Stuffy Doll, which in indestructible anyway. Additionally, the ''comprehensive rules themselves'' specifically state the Furnace of Rath example to elaborate on how replacement effects apply; in short, if you have two Furnaces of Rath and are trying to deal 2 damage, you deal 8 damage. Not 4, and not infinity (and not effectively infinity).[[/note]]
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* In the old days, you were technically allowed to retreat a Pokemon as much as you wanted. What does this mean when you have two free retreaters? Simple: a never-ending game!
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None of these were unwinnable- one person clearly won each time, just not the person on the receiving end of the lockdown.


[[AC: Franchise/YuGiOh]]

* There's an old strategy in the ''TabletopGame/YuGiOh'' card game known as the Lockdown, a deck that forces a continuous loop that -- once in place -- makes it impossible for the opponent to counter:
** Combining any Tuner on the field, Imperial Iron Wall, Cannon Soldier, and Quillbolt Hedgehog makes an infinite burn loop that ends in an OTK. Considering how the game goes, a player can easily leave a destruction card in their hand for later, only to be met with this happening as soon as the second turn. This can be pulled off more easily if you have Dark Verger, which eliminates the need for Imperial Iron Wall but requires a Plant-type Tuner.
** There are many other [=OTKs=] involving Cannon Soldier or Mass Driver. More are discovered all the time. A current popular OTK or FTK is the Frog FTK revolving around Substitoad, Ronintoadin, Swap Frog, and Mass Driver.
** The first popular lockdown combo was the Yata-Lock combination. The player needed to have a Sangan or Witch of the Black Forest on their side of the field, and have one LIGHT and DARK monster in their Graveyard. They remove the two cards to Special Summon Chaos Emperor Dragon and then pay 1000 Life Points to nuke the field and players' hands. The effect of Sangan or Witch would be activated; they would be sent to the player's Graveyard, and the player could search their deck for Yata-Garasu and add it to their hand. Then they could play it and attack their opponent with it. It only did a tiny bit of damage, but its effect prevented your opponent from drawing a card on their next turn, which left them defenseless. When the Ban List was first released, these cards were quickly placed on it.
*** Yata-Lock worked before Invasion of Chaos; that particular combo just ensures that it works. If your opponent has no way of stopping Yata-Garasu, it attacking means that they cannot ''get'' a way of stopping it, resulting in a DeathByAThousandCuts.
** There are a few lockdowns intentionally made for the game, such as the earlier Tornado Wall card. But most intentional lockdowns only affected one aspect of the game or had an upkeep that would eventually kill the player for using it too long. Almost all of the other lockdowns were created when players used the cards outside their intended purpose.
** Amusingly, Yugi uses a loop to win in the anime, so it indeed seems a legal strategy. Naturally, WebVideo/YuGiOhTheAbridgedSeries has fun with this.
-->'''Kaiba:''' Yugi, you took advantage of a glaring flaw in the Duel Monsters rulebook. Truely, you are an honorable duelist.
** If the last card in your hand and field happens to be Sword Of Deep-Seated or Horn Of The Unicorn or a card with the same effect (both have the effect of being placed at the top of your deck if they're sent to the graveyard) you'd better pray that you don't get attacked by White Magical Hat or Mefist The Infernal General or a monster with a similar effect (both have the effect of randomly discarding one card from your opponent's deck). You would end up in an endless loop of discarding and re-drawing the same card over and over with no way to counter.
*** There is only one way of getting out of this. You have to put that card on the field. You can equip it to your opponent, or better yet just set it. It's an InstantWinCondition in the video game versions because the AI is too stupid to get itself out of this situation.
* There are also combos which force your opponent into an unwinnable position. If you played Last Turn and chose a monster that forbids the opponent from special summoning, you instantly win because the opponent would have no other monster on their side of the field. This was likely never intended in the card's design.
** The Last Turn card was ''meant'' to be a duel between two Monsters. The Special Summoning part was to simplify the rules so that they didn't create a new mechanic just for this one card. But a literal interpretation of the rules made it unwinnable for whoever isn't in control of Jowgan the Spiritualist, the monster who forbids special summoning after he is summoned.
*** There are also the Barrier Statues, which prevent any monster of an attribute other than your own from being Special Summoned. And since most decks are built around themes, usually with type AND attribute being the same for all monsters, One of these will work just as well.
* There are also loops that never resolve. The biggest offender is Pole Position. If two monsters on the field had similar (but not the same) ATK, and the weaker one became the stronger through a spell card, then Pole Position would continually activate. It makes the strongest monster immune to spell cards and takes away the ATK boost -- but now the monster is only the second strongest. So Pole Position would shift to the other monster -- and then back to the first one when the spell card kicks in again... ''ad infinitum.'' They had to make a new rule: in such a situation, you are not allowed to activate the offending card, even if you normally could.
** Most loops which can never willingly be stopped are not allowed to be activated intentionally at tournaments.
* There is also a decktype gaining popularity that runs on this. Called "Empty Jar", it's a deck that forces your opponent to throw away his entire deck in '''one turn.''' A major complaint about this deck is that it kills you and you won't even have a chance to play a single card or even take your turn. With that said, pray that the player running this deck doesn't go first, because all he has to show you in his hand is a Needle Worm/Morphing Jar and a Book of Taiyou, and he wins. Full stop.
* The card Inferno Tempest could be more truly Unwinnable by Mistake for the player. Since it removes every monster in your deck from the game. If the spell/trap cards that you planned to finish the duel with are stopped.



* Actual Lock strategies: decks that make it impossible (or almost impossible) for the ''opponent'' to win, often long before the Lock deck itself wins. There have been many decks in {{Magic The Gathering}} that do this, such as [[http://forum.tcgplayer.com/showthread.php?t=409 Scepter-Chant]].




[[AC: {{Redakai}}]]
* Froztok: Blue Elemental costs only 5 Kairu to play, has great blue defenses, and the devastating ability which says "Your opponent can only play one attack per turn". This is used in a lockdown strategy known as "Frudge-Slap". What happens is you combine Froztok; Blue with an attack called "Sonic Slap", which can be played as a react ability to stop your opponent's one attack. Add in "Drudger: Excavation machine" which can pull a card from the graveyard once per turn, and you have an infinite loop. Only ''five cards'' have a chance of breaking the loop, and they are either extremely rare or almost impossible to use.
** This can be set up as early as turn ''two''. On turn one, Play Drudger onto "Ky: Stax Leader" which increases your maximum Kairu. On turn two, play "Froztok: Blue Elemental" onto Boomer, who decreases the cost of a monster played on him by one, and you have enough left over to start slapping.

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