https://www.toothycat.net/~hologram/Turing/
If you then think about the sheer number of existing M:tG cards and the implied number of possible combinations of those cards and changes to the rules (even if "optimized" to combinations that eliminate obviously nonsensical strategies like only having spells that require green mana and no sources of green mana) and the ways those cards can interact, then the computational complexity of the game explodes in ways that no other game can compare to.
And that's not even what these people showed, I think. They showed that beyond this, the complexity is worse than NP-hard.
I am planning to update the toothycat.net site pretty soon with this new result, though.
Why are you making “strong” claims in a field you admittedly are not an expert in? This is not how polite nor useful conversations happen.
Naturally people have implemented Turing machines in mtg. www.toothycat.net/~hologram/Turing
Also, the endgame criteria of mgt can be changed, but that said there is only a finite number of simple possible endgames in a sense.
There are many combo wins that involve having (technically) infinite tokens, dealing infinite damage, gaining infinite life, taking infinite turns. You get the idea.
I said technically because in practice, setting this to a very large number is enough for the win. Dealing 1e6 damage is, although possible, already way overkill in most cases when your opponent starts with 20 life.
https://i.redd.it/wyn3d22evs011.jpg
This is not the worst I've seen, simply what I was able to turn-up on short notice.
EDIT: To clarify (the UI isn't great), what you see above is a selection of the "cards" (creatures/tokens) in play, more are off screen.
As you've rightly pointed out, a better UI isn't going to solve the UX issue of ridiculous game state; but it could better depict the state itself.
an infinite amount of pieces(there are cards that restore your library, generate infinite amount of mana/tokens)
infinite amount of actions each round, by each player too!
Endgame criteria which can be changed by cards themselves.
- doesn't let you repeat actions, or patterns of actions (move back and forth in a stalemate like pattern).
Detecting non-trivial stalemates is hard, though.
- finite number of pieces (eg. cards)
- finite number of actions each round
- clear endgame criteria
is computionally solvable. What comes with randomness is stochasticity, but if that made game unsolvable what about poker (solved for limit heads-up) and even scrabble?
Probably it's kind of semantic problem. I'm not complexity nor game theory expert.