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Redemption® Collectible Trading Card Game HQ => Official Rules & Errata => Ruling Questions => Topic started by: SomeKittens on February 11, 2011, 07:59:41 PM

Title: John/Madness
Post by: SomeKittens on February 11, 2011, 07:59:41 PM
Does John prevent the special ability on Madness?
Title: Re: John/Madness
Post by: SonofLar on February 11, 2011, 08:31:17 PM
It seems to me that Madness' ability is character defining, like the ability on Self. If you recall, the ability on Self says, in summary, that self matches the abilities(*/*) on one of the opponents heroes in play. This cannot be negated as it is a character defining trait. I think Madness is the same way, and that it's "Cannot be interrupted" ability is to protect it from Destruction of Nehushtan. Just my thoughts- ;D
Title: Re: John/Madness
Post by: browarod on February 11, 2011, 09:29:48 PM
INE, but I would rule that John does not prevent Madness. By the time Madness is an evil character, the ability is already resolving and, thus, too late to be prevented without an interrupt (which you can't do since it has CBI status).
Title: Re: John/Madness
Post by: Professoralstad on February 12, 2011, 12:57:53 AM
INE, but I would rule that John does not prevent Madness. By the time Madness is an evil character, the ability is already resolving and, thus, too late to be prevented without an interrupt (which you can't do since it has CBI status).

Correct.
Title: Re: John/Madness
Post by: RTSmaniac on February 13, 2011, 07:12:56 PM
Madness (Pi)
Type: Curse • Brigade: Orange • Ability: 1 / 5 • Class: None • Special Ability: If opponent’s Hero is in battle, you may convert this card to an orange brigade Evil Character and add it to battle. Cannot be interrupted. • Play As: When holder chooses, holder may convert this card to an orange brigade Evil Character and add to battle. Cannot be interrupted. • Identifiers: Generic OT Genderless (not Human, not Demon) • Verse: Deuteronomy 28:28 • Availability: Priests booster packs (Uncommon)

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