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I would rule that you could play Korah's Rebellion to help win the game.
Quote from: YourMathTeacher on April 24, 2011, 02:34:57 PMI would rule that you could play Korah's Rebellion to help win the game.It is assumed that a negate sa actually has to negate to be considered for the purposes of playing the enhancement in a removal situation.
Gabe, I am suprised that you posted such a newbe question. I always knew that you advanced in redemption quite quickly, maybe you have crossed over into the old timers catagory and joined Countfount and MJB362436.An enhancement played on Thomas can not be negated cannot be negated can not be negated cannot be negated can not be negated cannot be negated can not be negated cannot be negated cannot be prevented can not be interuppted cannot be negated cannot be prevented can not be interuppted cannot be negated cannot be prevented can not be interuppted Cannot be negated cannot be negated
Pol and RDT are correct. Under special initiative your interrupt/negate must target the card removing you.
I'm not sure if this is what happened at OH Nats, but if you use an "interrupt the battle + play next" card you can target whatever you want with the play next. The interrupt the battle card puts the removal on hold, satisfying the requirement of special initiative. Then, when you get to play next you're not required to target the card that's removing you.
Okay, here's the situation:Sauce versus Wraith. T2.Sauce has three lost souls in a Babylonian Banquet Hall, one being the speed bump. I have the */4 out.Sauce rescues with Ehud, who has been set aside with Training in Righteousness and can play Red as well. He chooses Gomer (TexP), and I band to Nebuchadnezzar and search and play Dream followed by another Dream. I draw Son of God and New Jerusalem, and could win the game, but I have 13 cards in my hand and Speed Bump is out. I don't play another enhancement (thinking that I can make him waste one by playing Korah's Rebellion later), and Sauce plays The Battle is the Lord's and negates brown, (knowing that I have a Korah's Rebellion in my hand). He then plays Capturing Canaan to capture both of my characters. With what you guys are saying, I can play Korah's Rebellion anyway, getting my hand down to 12 cards, then being able to play Son of God and New Jerusalem FTW. Otherwise, Sauce could play Threatened Lives (off of High Places), putting BBH to the bottom, preventing me from winning on my turn. He then draws FBTN soul and plays his Son of God New Jerusalem (responding to his own action) and wins the game. This could be important.
Hasn't that rulebook quote been amended to "a card that would interrupt the removal" or some such like 30 times? It seems like every few months it gets clarified and then people forget again and try to play MLaMG to Discard an Evil Fort in response to an Evil Battle-winner.