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Only change I'd make consider making is: "Negate a card until the end of turn."
how about "negate an ability" the TC enhancement isn't in play, but the ability still is so it can be targeted
I wouldn't use this Dominant in its current form, there's little reason to negate a character/enhancement's numbers (if that's even possible, lol). In the spirit of what is intended by the card (if it said "Negate a special ability." as is the design for the card), I rather like it. I don't know if it would make a slot in most of my decks, but I can think of a couple where it would be useful.
Negating a card means you negate the special ability (see Tower of Thebez, which says "Negate Characters" and it negates special abilities on characters)
DeniedEvil DominantSpoiler (hover to show)Negate an ability.Then since it's a dominant, if it just says "Negate an ability," couldn't people just u it on Guardian or Doubt or any other dominants that play in territory?
Then since it's a dominant, if it just says "Negate an ability," couldn't people just u it on Guardian or Doubt or any other dominants that play in territory?
Quote from: ChristianSoldier on June 12, 2013, 01:39:47 PMNegating a card means you negate the special ability (see Tower of Thebez, which says "Negate Characters" and it negates special abilities on characters)And if it currently said "Negate a card" (which is actually even shorter, come to think of it) then you'd be correct. But negating an ability and negating a card are not the same thing.
I would disagree with CS. Negate targets the special ability, not the card, which is why negates can reach into discard during battle. I see no reason they couldn't do that outside battle, too (for example, I would think you could use Covenant with Noah to negate a TC enhancement, unless I'm remembering incorrectly and CwN specifies battle).
My understanding is that Cov of Noah is a standard negate and thus targets cards that are in play by default.
"Negate one/an enhancement" cards allow the player to choose any 1 enhancement that is in play and undo it's special ability. Any numbers on that enhancement would stay."Negate and discard one/an enhancement" cards allow the player to choose any 1 enhancement that is in play and undo it's special ability. The enhancement is also discarded, so the numbers no longer affect the battle."Negate the last enhancement" cards allow the player to choose any 1 enhancement regardless of its location and undo it's special ability. Any numbers on that enhancement would stay."Negate and discard the last enhancement" cards allow the player to choose any 1 enhancement regardless of its location and undo it's special ability, and discard it, so that the number no longer affect the battle."Negate all enhancement" cards undo all the special abilities of the enhancements that are still in play in the battle, as well as all future enhancement cards that will be played in that battle."Interrupt the battle" cards temporarily undo the last enhancement/card regardless of its location and any other ongoing affects. Once the interrupting card (and any others that are played directly as a result of that card) has completed, the original cards will reactivate (assuming that they are still there and there is still a character in battle of matching brigade to re-activate them.
I would honestly prefer the original ability (Negate a Card) over that.The original can target characters, artifacts, forts, sites, LS etc. THAT is why I would use it.
By opening it up to negate any card in play, you can use it much more strategically.
There is a very simple solution to this. Make it "Negate a card in play, set aside or discard." It can now target cards like territory class enhancements (since it can target discard) so long as it happened in the same phase as you try to negate it.