New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
I would think the horses goes off because it is an "interrupt the battle."
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.
Quote from: wyatt_marcum on June 03, 2013, 04:45:02 PMNeb'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
If all abilities have to complete why do horses activate before the capture completes? That's nonsensical.
I don't see how you could construe that as the capture resolving.
Quote from: Alex_Olijar on June 03, 2013, 09:31:47 PMI 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.
Quote from: Alex_Olijar on June 03, 2013, 09:44:30 PMYou 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.
Quote from: Alex_Olijar on June 03, 2013, 10:23:05 PMConsistency 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.
Quote from: Alex_Olijar on June 03, 2013, 10:46:17 PMI 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 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.
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.