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Tim has already explained this well so I'm not going to try to repeat what he's said:
This still seems to contradict all Redemption knowledge that I possess. Similar situation:I make a RA with Claudia banded to Peter. Opponent blocks with a little black character and plays Wrath of Satan. I then play Walking on Water to become immune. If my opponent plays flight to negate banding, Claudia is still immune even though the enhancement is gone (or so I thought).
Yes, Tim's explanation would go for why you couldn't block again after the philly, but it does seem to contradict why Jake+CotH blocked by 12FG is NOT FBN. Normally when a FBN character enters battle, then the battle remains FBN even if they are kicked out. So why not this time if there is no time-travel?
I hope you can see how these two are different. The first example is the norm. The second is an exception to alleviate weird things from happening.
What if (in the Jacob + Captain battle) opponent doesn't block w/ 12FG and enhancements get played and then 12FG gets banded in by unknown nation or the likes later on. Do the enhancements just magically "unnegate" (of course not! ...at least to my knowledge).
Negates undo an effect. So you do everything you can to undo abilities.So in the case of Jacob + Captain blocked by 12 Fingered Giant the negate negates Jacobs banding ability, which then undoes the FBTNIn the case of Maharia (wa) to Ira (wa) the negating of Maharia's ability would send Ira back which would cause it to be not BTN but because that would cause an infinite loop it was rule that in that case only BTN sticks.In the case of Philistine Outpost pulling out Philistine Garrison you are negating the search for the Garrison, so to undo that you have to put Garrison back into the discard pile, Immunity doesn't matter because you aren't targeting Garrison and even if you were Immunity doesn't affect negates. And the reason why you can't reblock is because its already past that point and negates don't go back phases they just cascade to other abilities.So the moral of the story is negates are awesome but they don't time travel
I bring this specific example up b/c I had the exact thing happen to me at Nats in NY. Except the EC was Herod the Great instead of 12fg. It was ruled that I could keep philosophy since the ability had already completed (at least I think that was the reasoning)... but either way.
You can go back and negate abilities, but not core parts of the game itself.
How about this for a definition of core game actions. A core game action is any action that is initiated without the help of a special ability. This includes things like Drawing during the draw phase, activating an artifact, putting a fortress on the table, putting a hero in battle, playing cards due to initiative, etc...Basically any actions that take place due to game rules rather than abilities. You can't negate initiative, you can't negate someone putting a hero in battle to begin a rescue attempt, you cant negate the d3 during draw phase... because none of these are special abilities. So, therefore, you can't attempt to indirectly negate them.So, in the case of Helmet vs Philly outpost, you negate the existence of a philistine, but you don't negate the action of blocking, because it is a core game action.I don't quite have a total REG backing for this, but it makes a lot of sense to me.
Quote from: Lamborghini_diablo on July 18, 2010, 12:30:19 AMHow about this for a definition of core game actions. A core game action is any action that is initiated without the help of a special ability. This includes things like Drawing during the draw phase, activating an artifact, putting a fortress on the table, putting a hero in battle, playing cards due to initiative, etc...Basically any actions that take place due to game rules rather than abilities. You can't negate initiative, you can't negate someone putting a hero in battle to begin a rescue attempt, you cant negate the d3 during draw phase... because none of these are special abilities. So, therefore, you can't attempt to indirectly negate them.So, in the case of Helmet vs Philly outpost, you negate the existence of a philistine, but you don't negate the action of blocking, because it is a core game action.I don't quite have a total REG backing for this, but it makes a lot of sense to me.In this case, you could potentially recur Philistines and keep having to re-d/c them and bring out another one using PO, but Helmet would continue to negate the Philistine's existence, so you keep re-blocking with a Philistine?New time-out strategy, anyone?
Would the Philistine then get the opportunity to Negate since it is causing him to be removed (albeit indirectly)?
Since the net result on the blocking evil character is that it is being removed from battle the defender would have the opportunity to negate Helmet of Salvation...