Author Topic: Can you have King Saul (good) and King Saul (evil) both in your deck?  (Read 24362 times)

Offline theselfevident

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #50 on: March 14, 2012, 09:25:25 AM »
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What I think is interesting is erratas come along to fix abuses (example: A New Beginning, Holy Grail, etc). I think, for prevention of Samuel draw abuse with multiple Davids and Sauls in someone's deck, this rule should be solidified as Prof. Underwood is expressing.

Regarding existing rules, It seems to me that the intent of the rule is to prevent multiples of unique characters in a territory.  So, question on the rule, If I had Siegeworks placed on a fortress in my opponent's territory, my opponent wouldn't be able to place a new copy of that fort in play to discard the old fortress to effectively get rid of my Siegeworks, would they? It is my understanding they would not, but I had an opponent play it that way due to the fact that Sam was allowed to bring in David/Saul and discard existing David/Saul in play. How is it any different to have an optional search and put in play vs just putting a duplicate in play to discard the old one? I think for appropriateness of the game rule, Sam. should be able to search but not put into play a David/Saul if it causes a duplicate situation in that player's territory because it is an optional ability. Or put another way, "Players are restricted from placing a nonlegal duplicate unique card in a territory"
« Last Edit: March 14, 2012, 09:58:42 AM by theselfevident »

Offline MitchRobStew

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #51 on: March 14, 2012, 10:47:22 AM »
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Every elder at the T2 only agreed that you could search for and play a copy of David or King Saul regardless of already having one in play, and then choosing which to d/c.  There were three elders there and it is one of the most important tournament of the year.  Hasn't ROOT/ a majority of online players been played this way as well all year?  Add in the presidence of being able to force control of duplicate characters via special abilities except banding and then choosing which copy remains in play (see capturing an opponents hero despite already controlling one, woman at the well, Samaritan water jar etc.).   The examples of not being able to play a fortress or character from handing to discard the same card in play doesn't apply.  You aren't doing that via special ability. 
« Last Edit: March 14, 2012, 11:03:26 AM by MitchRobStew »

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #52 on: March 14, 2012, 12:01:21 PM »
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Due to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.

Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?
« Last Edit: March 14, 2012, 12:07:31 PM by Master KChief »
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Offline theselfevident

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #53 on: March 14, 2012, 12:09:54 PM »
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Due to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.

Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?

Shouldn't game rules guide card play? Every game I've ever played outside of this one is guided by its rules... furthermore rulings by elders should be based on these rules... still no one has answered my concern, Sam's ability is not required but rather optional, therefore a player's option should not be outside the game rules.
« Last Edit: March 14, 2012, 12:15:34 PM by theselfevident »

Offline TechnoEthicist

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #54 on: March 14, 2012, 12:14:42 PM »
+1
Jar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #55 on: March 14, 2012, 12:25:06 PM »
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Due to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.

Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?

Shouldn't game rules guide card play? Every game I've ever played outside of this one is guided by its rules... furthermore rulings by elders should be based on these rules... still no one has answered my concern, Sam's ability is not required but rather optional, therefore a player's option should not be outside the game rules.

Guided by the rules yes, but every mainstream CCG out there follows the pretty simple rule of card special abilities overriding basic game rules. 'When a special ability and a general rule contradict each other, the special ability wins.' Sams ability being optional by the player is irrelevant. It is still a card special ability.
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Offline theselfevident

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #56 on: March 14, 2012, 12:29:28 PM »
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Due to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.

Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?

Shouldn't game rules guide card play? Every game I've ever played outside of this one is guided by its rules... furthermore rulings by elders should be based on these rules... still no one has answered my concern, Sam's ability is not required but rather optional, therefore a player's option should not be outside the game rules.

Guided by the rules yes, but every mainstream CCG out there follows the pretty simple rule of card special abilities overriding basic game rules. 'When a special ability and a general rule contradict each other, the special ability wins.' Sams ability being optional by the player is irrelevant. It is still a card special ability.

Calling a point irrelevant does not make that point invalid or irrelevant... the point remains, if I don't have the option to put a card into play because of a game rule then it should apply across the board relating to optional plays.

Offline Korunks

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #57 on: March 14, 2012, 12:42:20 PM »
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This discussion is the very reason why I keep requesting a ruling from the elders.  Considering the importance of this ruling, getting it out as soon as possible would seem to be the priority.  If the delay is due to elders not being able to come to an agreement, let Rob decide.  I want to avoid these conflicts at my tournaments.  I could force all the judges ta my tournaments to rule the way I rule, but there really should be no need for this.  Is making a speedier more efficient ruling system not why the elder system was devised in the first place?
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Offline MitchRobStew

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #58 on: March 14, 2012, 12:49:40 PM »
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Jar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?

Samaritan Water Jar is a great example in favor of Samuel being ruled the way most do currently.  Lets say you have a Samuel in play.  I reveal Samuel with Samaritan Water Jars.  The Samuel that goes to set-aside area from SWJ is discarded due to not being able to control duplicates but is still targeted.  Same thing when I reveal a duplicate artifact or fortress with SWJ.  The one revealed is discarded when a copy is currently in play.  SWJ is able to target duplicates so Samuel should be able to as well.

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #59 on: March 14, 2012, 01:05:34 PM »
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Game rules are put into place to set forth the standard flow of the game. Special abilities exist to break that standard. Granting the player the option of breaking the standard game rule or not is still completely controlled by a special ability. The special ability still dictates the option given to the player.

If this game completely adhered to simple top-down approach we would not have nearly as many ruling headaches. There are so many grey areas in this game its not even amusing anymore.
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Offline Redoubter

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #60 on: March 14, 2012, 01:21:50 PM »
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Jar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?

Samaritan Water Jar is a great example in favor of Samuel being ruled the way most do currently.  Lets say you have a Samuel in play.  I reveal Samuel with Samaritan Water Jars.  The Samuel that goes to set-aside area from SWJ is discarded due to not being able to control duplicates but is still targeted.  Same thing when I reveal a duplicate artifact or fortress with SWJ.  The one revealed is discarded when a copy is currently in play.  SWJ is able to target duplicates so Samuel should be able to as well.

You're missing the point.  Samaritan Water Jar is a MUST. It MUST happen, and so you have to resolve the multiple characters.

Samuel is a MAY.  It MAY happen, so you cannot use it to control multiple characters.

The difference here is between MUST and MAY, and the examples are in no way relevant to each other.

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #61 on: March 14, 2012, 01:38:54 PM »
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Yes, Samuel is a may, but I think the question of "should intent be a factor" is a very important one, because if it's decided that intent should indeed be a factor (which would mean that Samuel can't pull a second David out), then that potentially causes some giant inconsistencies, which we're trying to avoid.

Offline TechnoEthicist

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #62 on: March 14, 2012, 01:45:23 PM »
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I missing what intent has to do with anything. Of course you can put him in your hand. So if you want to get your other David, push the first one into battle, let it get defeated, and then you can put in play the other one. Who knows, you might get a lost soul out of the deal instead. Now, it could happen that your opponent places an enhancement (like Palsy or other disease) or you run into a stonewall defense, but that's a chance you might have to take...

a MUST ability does not care if there is a valid target, a MAY does. Show me an example where you MAY do something that you the game rules prevent you from doing...

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #63 on: March 14, 2012, 01:50:56 PM »
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Pretty much every 'may' special ability in the game.
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Offline Professoralstad

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #64 on: March 14, 2012, 01:52:38 PM »
+1
Specifically capture abilities. You have always been able to capture a duplicate character and discard one.
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Offline MitchRobStew

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #65 on: March 14, 2012, 01:55:21 PM »
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Jar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?

Samaritan Water Jar is a great example in favor of Samuel being ruled the way most do currently.  Lets say you have a Samuel in play.  I reveal Samuel with Samaritan Water Jars.  The Samuel that goes to set-aside area from SWJ is discarded due to not being able to control duplicates but is still targeted.  Same thing when I reveal a duplicate artifact or fortress with SWJ.  The one revealed is discarded when a copy is currently in play.  SWJ is able to target duplicates so Samuel should be able to as well.

You're missing the point.  Samaritan Water Jar is a MUST. It MUST happen, and so you have to resolve the multiple characters.

Samuel is a MAY.  It MAY happen, so you cannot use it to control multiple characters.

The difference here is between MUST and MAY, and the examples are in no way relevant to each other.
Redoubter give me an example that backs up your distinction between may and must when it comes to unique characters.  I've got capture on my side what have you got?  Where is this distinction between may and must you are coming up with regards to uniques.
I missing what intent has to do with anything. Of course you can put him in your hand. So if you want to get your other David, push the first one into battle, let it get defeated, and then you can put in play the other one. Who knows, you might get a lost soul out of the deal instead. Now, it could happen that your opponent places an enhancement (like Palsy or other disease) or you run into a stonewall defense, but that's a chance you might have to take...

a MUST ability does not care if there is a valid target, a MAY does. Show me an example where you MAY do something that you the game rules prevent you from doing...

TE I don't understand where you are getting "a MUST ability does not care if there is a valid target, a MAY does."  I can't think of any game example that backs this up.
« Last Edit: March 14, 2012, 01:58:51 PM by MitchRobStew »

Offline Redoubter

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #66 on: March 14, 2012, 02:11:42 PM »
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What do you want, an example of, say, placing characters?  It's the same thing.  The game rules state I MAY place characters in my territory during my prep and discard phases.  Obviously, since that is a may, I may also place them and just discard one of the ones already there or in set-aside, right?  No.  That's the point.  The game rules already have plenty of examples of this.

How about "you may play an enhancement", does that mean I can play one that is illegal to play due to brigades if that is the only enhancement in hand?  No, it means I have the option to play WITHIN THE GAME RULES.  If I "may add a character to territory", I still have to do so WITHIN THE GAME RULES.

If I can place David off of Sam on a may ability in violation of the game rules, why can I not violate the game rules on a may ability that allows me to play an enhancement?

Offline TechnoEthicist

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #67 on: March 14, 2012, 02:15:04 PM »
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I love when people post blanket statements without specific examples...thanks MKC...

I'm still thinking about the discarding a unique hero instead of capturing scenario...

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #68 on: March 14, 2012, 02:22:03 PM »
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What do you want, an example of, say, placing characters?  It's the same thing.  The game rules state I MAY place characters in my territory during my prep and discard phases.  Obviously, since that is a may, I may also place them and just discard one of the ones already there or in set-aside, right?  No.  That's the point.  The game rules already have plenty of examples of this.

Game rule vs game rule.

Quote
How about "you may play an enhancement", does that mean I can play one that is illegal to play due to brigades if that is the only enhancement in hand?  No, it means I have the option to play WITHIN THE GAME RULES.  If I "may add a character to territory", I still have to do so WITHIN THE GAME RULES.

Game rule vs game rule.

Quote
If I can place David off of Sam on a may ability in violation of the game rules, why can I not violate the game rules on a may ability that allows me to play an enhancement?

Special ability vs game rule. Big distinction.

I love when people post blanket statements without specific examples...thanks MKC...

I'm sorry, I thought it would be pretty clear when I said 'pretty much every may ability in the game'. Does this really require a list of examples?
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Offline Redoubter

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #69 on: March 14, 2012, 02:33:04 PM »
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Please actually explain your posts.  Your entire post added nothing to the discussion.

You failed to tell me how the SA for "play enhancement" and the SA for "put character in territory" don't BOTH violate game rules.

Please actually post content.

Offline TechnoEthicist

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #70 on: March 14, 2012, 02:42:06 PM »
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Not a list, but a few would have been appropriate to show you actually want to contribute logic to the situation. What does saying "nearly every may ability" add to the conversation? I am not trying to be snarky, but I do not know every ability like the back of my hand. So cut me a little slack and show me a few examples that would satisfy your claim...


Also, you still have yet to explain what would happen in my Palsied Blue/Green Joseph so I attempt to use Rachel to get White Joseph out of the draw pile to put Blue/Green Joseph into the discard to grab at another time...If this doesn't work, how does Samuel and David/Saul work?

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #71 on: March 14, 2012, 02:54:20 PM »
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Quote
What do you want, an example of, say, placing characters?  It's the same thing.  The game rules state I MAY place characters in my territory during my prep and discard phases.  Obviously, since that is a may, I may also place them and just discard one of the ones already there or in set-aside, right?  No.  That's the point.  The game rules already have plenty of examples of this.

That's exactly it. It's a game rule, not a special ability. The game rule disallows a player from placing a unique character in their territory if they already have that same unique character in their territory. Special abilities, however, are allowed to violate game rules. There wouldn't be an argument here if Samuel didn't say "may," so don't bring in arguments that don't specifically apply to that.

Brad, the best example of may abilities violating game rules would be, as Prof A mentioned, capture abilities.

Offline Master KChief

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #72 on: March 14, 2012, 03:08:42 PM »
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Please actually explain your posts.  Your entire post added nothing to the discussion.

You failed to tell me how the SA for "play enhancement" and the SA for "put character in territory" don't BOTH violate game rules.

Please actually post content.

The point is EXACTLY as I posted it. We have already established that all of these examples break game rules. Lets move away from that. The point is that one instance breaks game rule without a special ability. The other breaks it by implementing a special ability. Special abilities are in nature allowed to do that.

Not a list, but a few would have been appropriate to show you actually want to contribute logic to the situation. What does saying "nearly every may ability" add to the conversation? I am not trying to be snarky, but I do not know every ability like the back of my hand. So cut me a little slack and show me a few examples that would satisfy your claim...

The logic is there. I answered your question entirely. Every may ability in the game. As in, every single one. If you want an example, lets use an oldie but goodie: Reach of Desperation. Normally you are not allowed to draw cards outside of draw phase by game rule. However, the special ability on Reach gives you the option of drawing 3 if you wish. That is a special ability. That is what is allowing you to break the standard game rule of not drawing outside of draw phase. That is my point: that special abilities by virtue allow you to do something you are not normally allowed to do by game rule. That is what makes them 'special'.

I'm not trying to be offensive either and I do apologize if I came off that way. I just do not know how to frame it any simpler than what I have already said.
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Offline Professoralstad

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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #73 on: March 14, 2012, 03:15:28 PM »
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Not a list, but a few would have been appropriate to show you actually want to contribute logic to the situation. What does saying "nearly every may ability" add to the conversation? I am not trying to be snarky, but I do not know every ability like the back of my hand. So cut me a little slack and show me a few examples that would satisfy your claim...

You have Amalekite's Slave in your territory. I block with my TAS and capture him to your LoB. You now control duplicate characters because of my may ability. This has always worked.

You attack with Thaddeus. I have Thaddeus in my territory. I use Unholy Writ to capture your Thaddeus. I now control duplicates because of my may ability and discard one.

I attack with Woman at the Well. I search your deck for The Rabshakeh, and you already have the Rabshakeh in your territory. You now control duplicates and must discard one. This is a sneaky play that has been legal since TexP.

Hope that helps.

Quote
Also, you still have yet to explain what would happen in my Palsied Blue/Green Joseph so I attempt to use Rachel to get White Joseph out of the draw pile to put Blue/Green Joseph into the discard to grab at another time...If this doesn't work, how does Samuel and David/Saul work?

The difference here is that Rachel adds Joseph to battle. That's the one place you can never control duplicate characters, in order to prevent a situation where you band in your opponent's unique character in order to discard it because of the one in your territory. It may seem a bit convoluted, but it really has been this way for a long time. It's just that there has rarely been a non-capture situation where it was beneficial to do so until Sam.
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Re: Can you have King Saul (good) and King Saul (evil) both in your deck?
« Reply #74 on: March 14, 2012, 03:49:07 PM »
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That's the one place you can never control duplicate characters, in order to prevent a situation where you band in your opponent's unique character in order to discard it because of the one in your territory. It may seem a bit convoluted, but it really has been this way for a long time.

I understand it has been this way for a long time. Apparantly there are 'hard' game rules that can never be broken even by special ability, and that is one of them. At least that was the way it was posed to me when I had a ruling question awhile back about Fishing Boat. And that is where the lines are skewed and primarily why some ruling questions cause huge problems and headaches. Because we have no concrete list to point to which are the 'hard' game rules that can never ever be broken. This is why I have always favored the top-down system, because there would be no question whatsoever what trumps what.

If we feel no need for the simple top-down system and find the necessity to invent 'hard' rules at a moments whim, then I propose we have a solid list posted somewhere to reference.
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