Skip to content

Advanced Yield Options

github-actions[bot] edited this page May 23, 2026 · 1 revision

Contents

Advanced Yield Options

The standard priority system in Forge can involve dozens of priority passes every turn. This can can slow down the game, particularly in multiplayer games like Commander, where one player's delay responding to priority halts the game for everybody else.

Forge offers a range of Advanced Yield Options to:

  • enable players to automatically yield when there is no available action they can take.
  • give players the ability to yield until a specific phase is reached, without responding to priority passes in the meantime.
  • configure yield interrupt conditions, so you'll always get control back when something important happens (e.g. you are attacked or targeted by a spell).
  • provide smart suggestions to enable yield if there are no useful actions you can take (e.g. it is another player's turn and you have no mana or playable cards).

These features are highly configurable through the Yield Settings dialog, and can be set up to suit your own gameplay preferences.

Auto-Pass

Auto-Pass is a persistent toggle that automatically passes priority whenever you have no playable actions available. It's the simplest way to speed up games where you often have nothing to do — enable it once and Forge stops asking for input you'd only use to pass.

How to enable/disable:

  • Desktop: P hotkey, auto-pass button on the dock, or "Enable auto-pass" in the Game menu.
  • Mobile: P hotkey, or "Auto-Pass: ON/OFF" button in the Game menu.
  • The P hotkey doubles as a "stop everything" shortcut: if any yield is currently active (transient yield or Auto-Pass itself), pressing P clears them all in one shot without dismissing any prompt that's up.

How it works:

  • When enabled, Forge scans your hand, battlefield, and external zones (graveyard, exile, command) for castable spells, playable lands, and activatable abilities.
  • If you have any available action, you keep priority as usual.
  • If you have no available action, Forge passes priority on your behalf without prompting.

Interaction with interrupts: By default, Auto-Pass ignores your interrupt settings — it keeps passing as long as you have no actions, regardless of attackers, opponent spells, mass-removal, etc. Enable Auto-pass respects interrupts in the Yield Interrupt Settings section if you want interrupts to break Auto-Pass too.

Persistence: Unlike yield markers, Auto-Pass does not end on a game event. It stays active until you toggle it off.

Performance and timeout: The action-availability scan can be expensive in complex board states. The scan is subject to the Auto-pass calculation timeout setting in the Yield Settings dialog. On timeout the system prompts you instead of auto-passing, so a false positive means an extra prompt rather than a long stall. The default is Dynamic — the budget scales with the number of playable cards (approximately 50ms per card, clamped between 50ms and 1500ms). Set your own value in the Yield Settings dialog to override.

Note

The Auto-pass AI is not perfect and should be used with caution. It is designed to avoid false negatives (passing priority when there is action you can take) as much as possible. There may be times it produces a false positive (giving you priority when there is nothing you can do).

Yield markers

A yield marker tells Forge to auto-pass priority until a specific phase is reached. Markers are set directly on the phase indicator strip in the match UI.

Setting a marker:

  • Desktop: right-click the phase indicator cell for the phase you want to yield to.
  • Mobile: long-press the phase indicator cell.

A fast-forward symbol will appear on the targeted cell to show the marker is active. The prompt area also describes what phase you are yielding to. Forge then auto-passes priority on your behalf until that phase is reached, at which point the marker clears automatically and you regain priority.

Per-(player, phase) precision: Each phase indicator cell is distinct per player. Right-clicking your own End Step yields to your End Step; right-clicking an opponent's End Step yields to that opponent's End Step. In multiplayer (e.g. four-player Commander) this lets you express things like "yield until that opponent's End Step" without affecting how you respond to the other opponents' end steps.

Cancelling:

  • Right-click (or long-press) the marker again to cancel it.
  • An enabled interrupt firing (see Yield Interrupt Settings) cancels the marker and hands priority back to you.

Re-targeting: Right-clicking (or long-pressing) a different phase indicator while a marker is active moves the marker to the new cell. Only one marker is active at a time.

Yield Settings Menu

The Yield Settings dialog is the central configuration UI for yield behavior. It's accessible from:

  • Desktop: the Yield Settings button on the dock, the Game menu > Yield Settings entry, or Ctrl+Y.
  • Mobile: Game menu > Yield Options.

The dialog has three sections:

Yield Interrupt Settings

Yield markers, end-of-turn yield, and the interruptible Yield to stack automatically cancel when important game events occur. The non-interruptible Resolve entire stack is exempt — its purpose is to watch the stack resolve to completion, so opponent spells hitting the stack do not cancel it.

You can decide which game events interrupt a yield:

Interrupt Default Description
Attackers declared against you ON Triggers when creatures attack you specifically (not when other players are attacked).
Opponent casts any spell ON Triggers on opponent spells and activated abilities (not triggered abilities).
You or your permanents targeted OFF Triggers when a spell/ability targets you or something you control.
Mass removal spell cast OFF Triggers when an opponent casts a board wipe (DestroyAll / DamageAll / SacrificeAll / ChangeZoneAll spell).
Triggered abilities on stack OFF Triggers when triggered abilities are on the stack.
Cards revealed or choices made OFF Triggers when reveal dialogs / non-trivial value notifications fire.

Automatic Yield Suggestions

When the system detects situations where you likely cannot take action, it can prompt you with a yield suggestion. Each suggestion type has a dropdown controlling its decline behavior:

Suggestion When it appears Suggested action Decline scope options
Can't respond to stack You have no instant-speed responses available Yield to stack (interruptible — auto-pass until stack empties or an interrupt fires) Never (default) / Always / Once per stack / Once per turn
No actions available No playable cards or activatable abilities (not your turn, stack empty) Yield to your next turn Never (default) / Always / Once per turn

Decline scope options:

  • Never: suggestion is disabled entirely (never shown).
  • Always: suggestion re-appears on the next priority pass, even if just declined.
  • Once per stack: declining suppresses the suggestion until the current stack resolves. A new stack will re-prompt. (Only available for "Can't respond to stack".)
  • Once per turn: declining suppresses the suggestion for the rest of the current turn.

In addition to the per-suggestion dropdowns, this section contains two global suppression toggles:

  • Suppress on own turn (default ON): suppress suggestions during your own turn, when you typically want to take actions. Suggestions are always suppressed on your first turn regardless of this setting, since you won't have any lands or mana yet.
  • Suppress immediately after yield ends (default ON): suppress suggestions for one priority pass when a yield expires or is interrupted, giving you time to assess the game state before deciding whether to re-yield.

Speed Options

  • Skip delay between phases: skip Forge's default 200ms delay between each phase resolving.
  • Skip delay when stack resolves: skip Forge's default 400ms delay between items on the stack resolving.

Troubleshooting

Yield marker doesn't appear when right-clicking / long-pressing a phase indicator

  • Markers cannot be set during pre-game, mulligan, or cleanup phases.

Yield clears unexpectedly

  • Check interrupt settings in the Yield Settings dialog.
  • A marker also clears automatically the moment its target phase is reached.

Smart suggestions not appearing

  • Verify the suggestion's decline scope is not set to "Never" in the Yield Settings dialog.
  • Suggestions don't appear if you're already yielding.
  • If you declined a suggestion, check the decline scope to understand when it will re-appear.

Network Play

  • Each player controls their own yield preferences. Your yield marker, stack-yield state, interrupt settings, and decline-scope choices apply to you only and propagate across the network — they do not affect other players. The host does not impose its own preferences on connected clients.

Clone this wiki locally