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Arrogance (Pa)Type: Evil Enh. • Brigade: Crimson • Ability: None • Class: None • Special Ability: Holder may play as many evil enhancements as desired. Initiative passes when holder is done playing enhancements. • Play As: Holder may play as many evil enhancements as desired [play an enhancement]. Initiative passes when holder is done playing enhancements. • Identifiers: OT, Depicts a Weapon, Connected with David • Verse: I Samuel 17:43-44 So I was wondering that if since it says that initiative doesn't pass until you're done does that mean that if you discard the hero in battle they don't have initiative to negate it? I'm assuming that they can but I just wanted to double check that.
Interrupt the battle interrupts the following: Your opponent’s special abilities that are (1) causing you to be losing by removal (e.g., your opponent’s Net (BL)), or (2) causing a mutual destruction by mutual removal (e.g., your opponent’s King Zimri (Ki) but not your own King Zimri (Ki)). The last enhancement played in battle, as long as it was played by an opponent (e.g., your opponent’s False Peace (Pr) but not your own Reach of Desperation (Wo)). ALL ongoing special abilities (see Ongoing Abilities).
The search function is broken, but we've had plenty of arguments over this card in the past.I'm still not really sure how it works.
Quote from: SirNobody on July 23, 2009, 04:49:51 PMArrogance is like Babel for enhancements. You choose a certain number of enhancements to play put them all into play at once, they then take effect in the order you choose. Once the last enhancement completes you determine initiative normally (giving a character the opportunity to negate their own removal from battle if that is applicable).I asked Mike to include a Play As for Arrogance in the REG update that is coming out this weekend. If things go smoothly come Monday Arrogance will have the play as, "Holder may play X enhancements." With the new identifier: "X = any number that holder chooses"
Arrogance is like Babel for enhancements. You choose a certain number of enhancements to play put them all into play at once, they then take effect in the order you choose. Once the last enhancement completes you determine initiative normally (giving a character the opportunity to negate their own removal from battle if that is applicable).I asked Mike to include a Play As for Arrogance in the REG update that is coming out this weekend. If things go smoothly come Monday Arrogance will have the play as, "Holder may play X enhancements." With the new identifier: "X = any number that holder chooses"
Quote from: Lamborghini_diablo on May 31, 2012, 05:36:28 PMThe search function is broken, but we've had plenty of arguments over this card in the past.I'm still not really sure how it works.This is what Gabe posted the last time this came up, quoting an even older post:Quote from: Gabe on August 26, 2011, 04:46:38 PMQuote from: SirNobody on July 23, 2009, 04:49:51 PMArrogance is like Babel for enhancements. You choose a certain number of enhancements to play put them all into play at once, they then take effect in the order you choose. Once the last enhancement completes you determine initiative normally (giving a character the opportunity to negate their own removal from battle if that is applicable).I asked Mike to include a Play As for Arrogance in the REG update that is coming out this weekend. If things go smoothly come Monday Arrogance will have the play as, "Holder may play X enhancements." With the new identifier: "X = any number that holder chooses"
Just end the chain with an end-the-battle card and they can't negate anything.
Quote from: Minister Polarius on June 01, 2012, 05:31:01 PMJust end the chain with an end-the-battle card and they can't negate anything.You'd need a multi brigade character to do that.
Well, the plan is to play Arrogance on a Babylonian and then play Mask of Worldliness which allows you to play enhancements of any brigade
Momentum Change and then something like Belshazzar's Banquet to discard the evil character and protect the souls.
i always thought that with arogance, you played them as you would if it was your iniciaive untill you passed it.
Well the specific wording on the card is "Holder may play as many enhacements as desired, initiative passes when holder is done playing enhancements." thats the part that always made me think that.
Well, based on the "Play As" that was suggested, wouldn't X be dynamic? Could I then change X as my turn progresses?
Quote from: YourMathTeacher on June 03, 2012, 10:13:36 AMWell, based on the "Play As" that was suggested, wouldn't X be dynamic? Could I then change X as my turn progresses?No. Or at least "no" based on Sir Nobody's ruling (for which the play as you are referencing is a part).If the proposed play as were the only thing we had, that would be a valid possible interpretation. The thing is that this interpretation is in direct conflict with the description given immediately prior of choosing all enhancements, putting them in play at once and then activating them in any chosen order.