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Interrupt the Battle interrupts the following: Your opponent’s special abilities that are (1) causing you to be losing by removal, or (2) causing a mutual destruction by mutual removal.The last enhancement played in battle, as long as it was played by an opponent.ALL ongoing special abilities (see Ongoing Abilities).
My question is less about Special Initiative, but can you actually play 2 cards that remove the same hero?
And this is one of the reasons I will always argue that Special Initiative should suspend all abilities until it finishes. That makes the question easy to understand what happens, well, except if the band actually happens if the Archer is removed. But since it activated, but didn't get negated, I would suggest it does (similar to Spy + Warrior's Spear.
Quote from: ChristianSoldier on June 03, 2013, 10:24:21 PMAnd this is one of the reasons I will always argue that Special Initiative should suspend all abilities until it finishes. That makes the question easy to understand what happens, well, except if the band actually happens if the Archer is removed. But since it activated, but didn't get negated, I would suggest it does (similar to Spy + Warrior's Spear.See, that's part of the problem. If I gave you a card with two abilities, and the first part caused SI, the second still happens. In the proposed interpretation, because of the 'pausing', you've now stopped mid-ability. This is the same thing as stopping in the middle of chained abilities, and having to ask what still activates. Simplicity and consistency are in the current solution.
You resolve the card played. Then you move to the next card. Seems simple enough.