Thread:RainEStar/@comment-28583988-20180805014630/@comment-27589621-20180807011031

One thing that can slow down a loop is to find out the timing of looping. Because you can determine the order of cards with same timing, this can cancel out some "looped" costs (i.e. When a unit attacks)

Here's basically a sketch of how looping is looking right now:

Bind a card face down from hand --> Flip bound card face up --> Face up card moved to other zone(s) --> Cards eventually end up in drop --> Dropped cards bound face up --> Face up card moved to other zone(s) --> Cards eventually end up in drop --> Dropped cards bound face up

Binding from drop seems to be important, so the root problem of the loop wil exist. Where and how the looping can be weakened best... I'm not quite sure. The weakest link is bound cards beign turned face up as costs, but destroying that would remove the entire mechanic. So the strongest and weakest links appear to be too vital to destroy.

This is tricky...