Author Topic: Clarification  (Read 5301 times)

Ironica

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Clarification
« on: June 03, 2013, 03:48:44 PM »
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Just wanted to double check a situation that came up.

I RA with a hero (obviously), my opponent blocks with Nebby that has some horses attached.  He uses Nebby's ability to search his deck and plays a capture enhancement to capture my hero.  Do I get my special initiative to negate that enhancement before the horses activate?

We played as if I did.  I played an enhancement to interrupt and remove Nebby from play.  Does the horses then come into play since it is an interrupt and the ability has not gone off yet?

Offline Alex_Olijar

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Re: Clarification
« Reply #1 on: June 03, 2013, 04:18:36 PM »
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If you remove Nebby, horses can't activate (assuming he's the only crimson character in battle)

Offline soul seeker

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Re: Clarification
« Reply #2 on: June 03, 2013, 04:21:17 PM »
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I would think the horses goes off because it is an "interrupt the battle."
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Offline Alex_Olijar

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Re: Clarification
« Reply #3 on: June 03, 2013, 04:29:53 PM »
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I would think the horses goes off because it is an "interrupt the battle."

You have to finalize Neb's ability first. Part of that would be reconciling the discard of Nebby.

Offline wyatt_marcum

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Re: Clarification
« Reply #4 on: June 03, 2013, 04:45:02 PM »
+1
Neb's ability would activate, then Swift Horses would activate right after. All abilities in battle have to complete before you can interupt any other ability. first the character, then the weapon. then you would have Special Inicative.
これは現実の生活ですか。これはただのファンタジーですか。土地のスライドは、現実からの脱出でキャッチ。あなたの目を開きます。見て、空とを参照してください。私はちょうど貧しい少年、同情は要りませんので、私

Offline Alex_Olijar

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Re: Clarification
« Reply #5 on: June 03, 2013, 05:30:27 PM »
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Neb's ability would activate, then Swift Horses would activate right after. All abilities in battle have to complete before you can interupt any other ability. first the character, then the weapon. then you would have Special Inicative.

This is not accurate.

1. Nebby activates, searches for a capture.
2. The capture activates.
3. The hero has speicial init to interrupt the capture.
4. The hero is either captured or plays something to prevent the capture (let's say Zeal) and targets Nebby for discard.
5. Nebby has init to play an interrupt.*
6. After the above has been resolved, Swift horses activates (if a crimson character is in battle)

*The question is if Swift Horses can activate here, which it should not be able to

Offline wyatt_marcum

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Re: Clarification
« Reply #6 on: June 03, 2013, 05:44:55 PM »
+2
Im pretty sure you use horses before they play an enhancement. because all abilities finish before the opponent can play something. A weapon activates as soon as you go into battle and everything else finishes.
これは現実の生活ですか。これはただのファンタジーですか。土地のスライドは、現実からの脱出でキャッチ。あなたの目を開きます。見て、空とを参照してください。私はちょうど貧しい少年、同情は要りませんので、私

Offline Prof Underwood

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Re: Clarification
« Reply #7 on: June 03, 2013, 05:55:50 PM »
+2
I agree with Wyatt that "special initiative" just means that you WILL get the opportunity to negate whatever removed your last character from battle after everything else has finished.  But first you go ahead and let everything finish (other than the fact that even if the card that removed your last character from battle normally would be discarded/removed/etc., it is still "quasi-in-play" so that it can be targeted by a regular negate).

However this understanding is also something that is currently being discussed among the elders.

Offline Mageduckey

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Re: Clarification
« Reply #8 on: June 03, 2013, 06:07:25 PM »
+1
Neb's ability would activate, then Swift Horses would activate right after. All abilities in battle have to complete before you can interupt any other ability. first the character, then the weapon. then you would have Special Inicative.

This is not accurate.

1. Nebby activates, searches for a capture.
2. The capture activates.
3. The hero has speicial init to interrupt the capture.
4. The hero is either captured or plays something to prevent the capture (let's say Zeal) and targets Nebby for discard.
5. Nebby has init to play an interrupt.*
6. After the above has been resolved, Swift horses activates (if a crimson character is in battle)

*The question is if Swift Horses can activate here, which it should not be able to

That's not how Jezebel/Ahab works (to my knowledge).  You only get SI after all current abilities finish, so the hero would not get SI until Neb chooses whether or not to play off of horses.

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Offline Alex_Olijar

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Re: Clarification
« Reply #9 on: June 03, 2013, 08:35:58 PM »
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If all abilities have to complete why do horses activate before the capture completes? That's nonsensical.

Offline Redoubter

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Re: Clarification
« Reply #10 on: June 03, 2013, 09:03:12 PM »
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If all abilities have to complete why do horses activate before the capture completes? That's nonsensical.

Horses doesn't, not technically.  The capture is 'complete', or else it could not allow SI (because interrupt/negate only works AFTER an ability is complete) but there is still a state of SI that allows the opponent the opportunity to play an enhancement once all other abilities have been resolved.  That's the way SI works, outside of the normal initiative.  That is why it is special.

Offline Alex_Olijar

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Re: Clarification
« Reply #11 on: June 03, 2013, 09:17:20 PM »
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Underwood is right up there saying horses is being used before the capture resolves. Either you get special initiative and then horses happens or... Well actually I don't know because that seems like the only option since any other option would mean horses happen in the middle of the capture.

Offline Mageduckey

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Re: Clarification
« Reply #12 on: June 03, 2013, 09:23:24 PM »
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The capture completes.  Horses activates and finishes (including any enhancements played off the horses).  Should the battle not be over (end battle - Forgotten History, etc.), the captured hero has SI to interrupt the capture.

Offline Alex_Olijar

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Re: Clarification
« Reply #13 on: June 03, 2013, 09:31:47 PM »
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I don't see how you could construe that as the capture resolving.

Offline Redoubter

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Re: Clarification
« Reply #14 on: June 03, 2013, 09:36:33 PM »
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I don't see how you could construe that as the capture resolving.

That's exactly what it is doing, but the cards don't "go" to those places and the battle doesn't end until SI completes or another ability causes the ability to be something that cannot be stopped or the battle ends.  Your perspective on the situation seems to want to add complexity and detail that just isn't there.

The game does not interrupt the activation of abilities.  Anything 'queued' goes off before SI is resolved.  It is actually a simple solution to a complicated (potentially) problem and is consistent with all other rules we have.

Offline Alex_Olijar

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Re: Clarification
« Reply #15 on: June 03, 2013, 09:44:30 PM »
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I don't see how you could construe that as the capture resolving.

That's exactly what it is doing, but the cards don't "go" to those places and the battle doesn't end until SI completes or another ability causes the ability to be something that cannot be stopped or the battle ends.  Your perspective on the situation seems to want to add complexity and detail that just isn't there.

The game does not interrupt the activation of abilities.  Anything 'queued' goes off before SI is resolved.  It is actually a simple solution to a complicated (potentially) problem and is consistent with all other rules we have.

You can think how you want, but I don't see how immediately awarding special initiative before horses has even activated is more complex. It's substantially more consistent actually.

Offline Redoubter

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Re: Clarification
« Reply #16 on: June 03, 2013, 10:12:18 PM »
+1
You can think how you want, but I don't see how immediately awarding special initiative before horses has even activated is more complex. It's substantially more consistent actually.

It is actually not more consistent, because one of the main underlying rules of abilities in Redemption is that all abilities must complete before anything can respond to it.  Doms, interrupts, negates (seriously, look at their definitions, they have the part about the ability having to complete right there), none of them can be played until an ability completes.  Do you get SI if the same card has 2 components, and the first would cause removal?  Or do you get to Grapes in response to that first component?  No, the entire ability completes first, and even after that, there are strict rules about what can happen.  It is also an established rule that all abilities on characters and everything they bring in (be they gained abilities, weapons, triggered abilities, etc.) must complete before the character is considered 'in battle'.  Partial activation violates that component in cases of blocks being described.

So, consistency actually supports this system over a stack or game-interrupt system.  It is written all over the rules of Redemption.  All abilities must finish, and then special initiative (which is by definition 'special') kicks in if able.

Offline ChristianSoldier

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Re: Clarification
« Reply #17 on: June 03, 2013, 10:21:42 PM »
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Actually Special Initiative is already an exception to abilities having to complete before something else can activate, otherwise you couldn't play anything at all. Yes it is a major rule that you can't insert abilities until they complete, but since it is already an exception, it wouldn't be inconsistent to say that everything is suspended until it finishes, rather than this ability waits, but this one doesn't. It makes some rulings easier (Mass Removal on Emperor Otho with Naaman's Chariots and Horses for example becomes far easier to understand the rule, although it gives the same rule) and it would make many cases at least as easy to understand and give the game more battle interaction, since there are more chances to interrupt/negate.
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Offline Alex_Olijar

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Re: Clarification
« Reply #18 on: June 03, 2013, 10:23:05 PM »
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You can think how you want, but I don't see how immediately awarding special initiative before horses has even activated is more complex. It's substantially more consistent actually.

It is actually not more consistent, because one of the main underlying rules of abilities in Redemption is that all abilities must complete before anything can respond to it.  Doms, interrupts, negates (seriously, look at their definitions, they have the part about the ability having to complete right there), none of them can be played until an ability completes.  Do you get SI if the same card has 2 components, and the first would cause removal?  Or do you get to Grapes in response to that first component?  No, the entire ability completes first, and even after that, there are strict rules about what can happen.  It is also an established rule that all abilities on characters and everything they bring in (be they gained abilities, weapons, triggered abilities, etc.) must complete before the character is considered 'in battle'.  Partial activation violates that component in cases of blocks being described.

So, consistency actually supports this system over a stack or game-interrupt system.  It is written all over the rules of Redemption.  All abilities must finish, and then special initiative (which is by definition 'special') kicks in if able.

Consistency would suggest that you don't insert Horses (which have  not happened yet) because special initiative.

Offline Redoubter

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Re: Clarification
« Reply #19 on: June 03, 2013, 10:26:27 PM »
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Consistency would suggest that you don't insert Horses (which have  not happened yet) because special initiative.

You then missed the entire point of my post.  Horses are active, they must activate in order for the character to be blocking so long as something else hasn't already removed him.  That is the rule.  SI does not take precedence over that.

Offline Alex_Olijar

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Re: Clarification
« Reply #20 on: June 03, 2013, 10:46:17 PM »
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Consistency would suggest that you don't insert Horses (which have  not happened yet) because special initiative.

You then missed the entire point of my post.  Horses are active, they must activate in order for the character to be blocking so long as something else hasn't already removed him.  That is the rule.  SI does not take precedence over that.
'

I understand the point of view that Horses is activate, but my argument is that it shouldn't be active because that's inserting abilities into the capture. It's much simpler to resolve the capture first.

Offline Redoubter

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Re: Clarification
« Reply #21 on: June 03, 2013, 10:51:22 PM »
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I understand the point of view that Horses is activate, but my argument is that it shouldn't be active because that's inserting abilities into the capture. It's much simpler to resolve the capture first.

Here is the crux:  It is not actually interrupting the capture.  The capture is 'complete', even if it can later be negated/interrupted through SI.  It is just another ability completing before SI is resolved.  It is the rule, the way it has been ruled, and is consistent with other rules.  Not really sure what else I can say for you beyond that about how it is the actual rule  :dunno:

Also, if we go with your suggestion, then what do we have, a situation where the card played in SI is immediately interrupted by horses and you get to play another card?  Not only is the suspension of the horses (or other abilities on the same card as caused SI) more complicated and inconsistent with existing rules, but it drastically changes gameplay in a negative way.

Offline Alex_Olijar

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Re: Clarification
« Reply #22 on: June 03, 2013, 10:58:01 PM »
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I understand the point of view that Horses is activate, but my argument is that it shouldn't be active because that's inserting abilities into the capture. It's much simpler to resolve the capture first.

Here is the crux:  It is not actually interrupting the capture.  The capture is 'complete', even if it can later be negated/interrupted through SI.  It is just another ability completing before SI is resolved.  It is the rule, the way it has been ruled, and is consistent with other rules.  Not really sure what else I can say for you beyond that about how it is the actual rule  :dunno:

Also, if we go with your suggestion, then what do we have, a situation where the card played in SI is immediately interrupted by horses and you get to play another card?  Not only is the suspension of the horses (or other abilities on the same card as caused SI) more complicated and inconsistent with existing rules, but it drastically changes gameplay in a negative way.

What should happen is:

1. The capture is played
2. Special iniative passes and resolves
3. After the resolution, if horses can still activate, it does.

This is really simple. It's really consistent with the ruling you can't insert other abilities (since no matter how you slice it, currently you capture, then there's this other ability, and then you finish capturing).

Offline Korunks

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Re: Clarification
« Reply #23 on: June 04, 2013, 10:11:51 AM »
+2
Based on my current understanding of the rules I would agree with Redoubter, that all the abilities will complete before you get special initiative to do anything about the capture.  Nothing in redemption is currently allowed to occur mid special ability, which Redoubter already said.  I have even had it ruled in a tournament against me that I could not interrupt my losing condition because an end the battle CBN cards was played.  So either that ruling was wrong, or the idea that SI occurs mid ability is wrong.  Is there any discussion on the elder side of the board? What is the elders ruling?  What seems to be going on here is a difference of opinion, and that's why we need an answer from the elders.


Actually Special Initiative is already an exception to abilities having to complete before something else can activate, otherwise you couldn't play anything at all. Yes it is a major rule that you can't insert abilities until they complete, but since it is already an exception, it wouldn't be inconsistent to say that everything is suspended until it finishes, rather than this ability waits, but this one doesn't. It makes some rulings easier (Mass Removal on Emperor Otho with Naaman's Chariots and Horses for example becomes far easier to understand the rule, although it gives the same rule) and it would make many cases at least as easy to understand and give the game more battle interaction, since there are more chances to interrupt/negate.
'

Special Initiative is not an exception to having abilities complete first, it just holds after the ability is completed to allow you an attempt to negate it.  It is not any more consistent than the rule we currently have.
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TheHobbit13

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Re: Clarification
« Reply #24 on: June 04, 2013, 11:03:06 AM »
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Special initiative is not as instant as one might think. In the past, for example, if two heroes are in battle and one is captured by an evil enhancement the defending player can writ or cm the other hero before SI kicks in. A little while ago they made changes to that scenario and said the last hero in battle never gets special initiative, even if it is losing. Something to think about.

I also see an  issue if it is ruled that Nebuchadnezzar can play of horses b4 the hero gets special initiative. What if Nebuchadnezzar played Deceit or Pride or some other battle winner what would happen then? Can my opponent play some thing like Samuel's Edict to negate deceit and discard Nebuchadnezzar even though he is also being captured?

 


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