I’m only assuming here that this discussion is in regards to infinite loops that have no possibility of stopping on their own and have no possibility of actually killing the opponent. There are plenty of “infinite loops” that can go on for a long time and are painful to watch and play against but will generally come to a natural end point and kill you. There are also infinite loops that are truly infinite and will never kill you if Greg kicks off the loop while missing a piece of the combo.
For example, there is the Kiora Waterveil deck that we all know and hate. That will eventually run out of steam and either kill you or pass the turn. There are a number of different decks that utilize Omniscience in a similar way that will also either kill you or run out of gas and pass the turn.
On the other hand, we have the Naru Ruse deck of old and now the Murder Investigation/Divine Visitation deck that will trap you in an infinite, unbreakable loop. The interesting thing with these two decks is that while they are perfectly viable decks for a human to run (because they have an additional combo piece that will end the game), Greg is not smart enough to always run them properly and can get stuck in a loop.
Naru Ruse worked by doing three things:
- Cast Imminent Doom
- Cast Naru
- Cast Siren’s Ruse on Naru.
If you have no other spells in hand, ID will grow and do more damage with each cast of Siren’s Ruse and kill the opponent.
Murder Investigation/Divine Visitation (MI/DV) decks work similarly:
- Cast Poison-Tip Archer or Sarkhan’s Unsealing
- Cast Murder Investigation and Divine Visitation
- Cast and kill your own creature or create a creature token.
Assuming you have either of the cards from step one in play before dropping both of the cards for step two and then doing step three, you win.
Greg can pilot either of these decks (assuming he’s smart enough to target the opponent’s PW with the Sarkhan’s Unsealing trigger) but he doesn’t always cast everything in the right order.
So, here’s my proposal: If the game could recognize that the same action is repeated X times in a row with no damage being dealt, then it should stop the loop after X iterations.
This wouldn’t effect Waterveil or Omni combos since they don’t repeat the exact same action over and over again. Sure, Waterveil converts gems and draws cards over and over but it casts different spells to convert those gems. On the contrary, the Naru Ruse deck only needed to cast Naru with Siren’s Ruse as the only spell in hand and it would repeat that action endlessly. With this system in place, it would cast Siren’s Ruse X times and then just stop since no damage is being dealt. If ID is in play, it would keep going and kill the opponent. Same concept with the MI/DV deck. It would spawn X angels and then stop making more leaving Greg or even the player with a decent size angel blocker but it wouldn’t be stuck infinitely if one of the damaging cards weren’t in play.
This way there is no programming to recognize specific cards or even actions, the game just needs to recognize that the exact same action is being repeated to no avail and automatically end it.