New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
I don't think you're hearing what I'm saying I hope you're not trying to make feel bad or quit playing the game because I'm questioning some rules, with your sorry you don't like it comment. What I'm saying is there are too many little tiny intricate rules it's too hard for new people to play the game and explain everything to them that's probably why there aren't that many people that play the game, they get frustrated. Don't get me wrong I like the game it I've been playing it since the beginning it's just that we make rules up that sounds good at the time so we rule that way. And that's okay but somewhere down the line things change and we need to look at them just see what needs to be done if anything. And just because something is ruled that way doesn't mean it's the right way. We have had so many rule changes because someone questioned it. That's fine an interrupt can not interrupt a card that's no longer in the game but in my opinion neither should a "negate last". We need to update the REG because it sounds like we are targeting the ability and not the cardGeneral DescriptionA negate ability takes a previously completed ability and undoes the effect of that ability, and it keeps theuncompleted activation of an ability from ever completing.General DescriptionAn interrupt ability temporarily undoes a previously completed ability or set of abilities and suspends them whileactivating other abilities on the interrupt card before the suspended abilities reactivate.
If it does not involve searching, the Hezekiah's Signet Ring does nothing.
Covenant of Noah ... only is able to take effect after ALL of confusion's ability is complete...
Really I don't have a problem with the ruling whatsoever in fact it rules in my favor. The problem that I have is I have to come to the Forum to find out the rule instead of reading it and rule book. Because if I read it in the rulebook it says one thing and a ruling says something different that's all. Then yes you explained it better than anyone else here has been able to so I do understand but it just doesn't make sense for one and not the other. But that's okay with me because I'll use it to my advantage. Thanks
Quote from: The Schaefer on February 23, 2017, 07:29:38 PMCovenant of Noah ... only is able to take effect after ALL of confusion's ability is complete...I think this answers the question I had, thanks. If I'm understanding, this is because of how interrupt (or negate) works. "An interrupt ability temporarily undoes a previously completed ability or set of abilities and suspends them whileactivating other abilities on the interrupt card before the suspended abilities reactivate."Ergo, abilities complete before they can be messed with.
Also, if a Character or enhancment with a blanket negate all ability entered battle, it would negate confusion after the fact.
I guess interrupts don't work the way the definition of a real interrupt is. They Don't Really interrupt anything they go back and undo something. We all just assumed when it says interrupt it interrupts whatever is taking place but apparently it doesn't do that whatever is taking place has to take place and complete and then you go back and undo it so it should be called an undo and not an interrupt. Lol a true interrupts should be played any time to interrupt whatever is going on regardless of initiative but I know that's not how it's being played.
Elsewhere in the REG, there is a rule that all abilities only target cards in play unless otherwise specified.