New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
So CBN stuff is allowed to go back to location after being played if the search is negated once again?
I'm pretty sure any enhancement that is CBN sticks, regardless of whether it was added to battle via Play ability, Add To Battle ability, or regular initiative.
Quote from: The Guardian on July 27, 2017, 10:26:19 AMQuoteOne more unnatural rule is the rule that cascade negate may negate the things that were a cascade result of a CBN ability. It seems more natural to understand that everything behind CBN would stay untouched from the cascade negate. So that's one of the rules that I've found hard to understand.I'm not sure where you heard this rule, but that is not the case. If a CBN ability is activated, it "sticks" and cannot be negated directly (by a negate card) or indirectly (cascade negated). Example: I attack with Tribal Elder and band to Abraham who searches deck for Isaac and bands to him (CBN). If you negate Tribal Elder, then Abraham leaves battle, but Isaac remains because he was banded in by a CBN ability.I understood the cascade negate rule so that if your character A bands a CBN character B who bands a non-CBN character C who bands a non-CBN character D and then your character A gets negated:- his band ability would be negated (I still don't know what happens to the character B)- the CBN band ability of the character B can't be negated - therefore character C stays in battleAnd here one would think the CBN ability would stop the cascade negate in negating the character C and DBut, as I understood it, the cascade negate goes behind the CBN ability and negates it's results...Therefore:- character C gets negated but stays in battle - therefore the banding of the character D doesn't occur- character D gets negated and out of the battlePlease correct me if I'm wrong.This ability is a monster for me to understand...
QuoteOne more unnatural rule is the rule that cascade negate may negate the things that were a cascade result of a CBN ability. It seems more natural to understand that everything behind CBN would stay untouched from the cascade negate. So that's one of the rules that I've found hard to understand.I'm not sure where you heard this rule, but that is not the case. If a CBN ability is activated, it "sticks" and cannot be negated directly (by a negate card) or indirectly (cascade negated). Example: I attack with Tribal Elder and band to Abraham who searches deck for Isaac and bands to him (CBN). If you negate Tribal Elder, then Abraham leaves battle, but Isaac remains because he was banded in by a CBN ability.
One more unnatural rule is the rule that cascade negate may negate the things that were a cascade result of a CBN ability. It seems more natural to understand that everything behind CBN would stay untouched from the cascade negate. So that's one of the rules that I've found hard to understand.
You are correct on all counts. Character B would be kicked out of battle though his ability "sticks" which is why Character C stays in battle.
Quote from: jmhartz on August 22, 2017, 08:00:52 AMI'm pretty sure any enhancement that is CBN sticks, regardless of whether it was added to battle via Play ability, Add To Battle ability, or regular initiative.
Some CBN cards "stick" and some don't. That's been the ruling (and correct way to play) since before I was introduced to the game. The problem is that I don't know if it was ever codified. If it was it seems to have been lost. Maybe it was just a post on the forum by a member of a previous elder team. Either way, it's a problem to not have it work that way and a problem that it's not codified.We realized this a couple months ago and began discussing how to (re)introduce the concept that "CBN sticks" to the game. There are card types that MUST "stick" such as Dominants (and traditionally enhancements) or they allow for broken combos, the worse of which is "cloning" a Dominant to get multiple uses out of it. But there are other CBN card types that don't "stick", nor do they need to, like characters.I realize this answer isn't all that helpful if you're looking for a cut and dry solution. It's something we are formalizing for REG 5.0 so we will have a better answer in the near future.
I agree with pretty much everything you've stated. But I don't think that's the entire picture. TBH I have a hard time wrapping my mind around the entire picture sometimes (thank goodness we have a team working on it). Cascades are ugly. I'd love to see them go away. But it's not a change we'll rush into. Something like that needs to be well vetted and it's possible we will still overlook something.
Some CBN cards "stick" and some don't. That's been the ruling (and correct way to play) since before I was introduced to the game. The problem is that I don't know if it was ever codified. If it was it seems to have been lost. Maybe it was just a post on the forum by a member of a previous elder team. Either way, it's a problem to not have it work that way and a problem that it's not codified.
I have never had a problem with cascade negates because it's consistent with the definition of negate. I'm not sure changing the definition of negate is the way to go either, whenever you have a lot of abilities interacting things are going to get complicated either way. The status quo seems fine.
It's complicated in a different way. If you change how negate works then you have to explain why the evil character's ability is still able to be active after you interrupt and prevent a dull lost soul that searched it out, because if you are preventing the search he could never be in battle to activate his ability. It can get a bit complicated too, maybe not as much, but if you woes your dull lost soul which got out an auto block EC like fire foxes you get to block without using up your EC. Or get out Domitian with dull and they play an interrupt the battle in si and band in Paul to negate dull. Domitian gets put back and you are left explaining why the original hero is being removed. With cascade negate the only difference is Domitian is negated, but in both cases it does get complicated and you might have to cite the rules to your opponent. But why confuse people by changing the rules to create a new system where you are going to have to cite the new rules, in some cases, anyways.
Negating a search means that you are undoing getting a character out of deck and adding it to hand. If you undo getting the character out of deck he has to go back to deck, that's a direct negation that happens to remove the evil character from battle but does not undo the block. The cascade aspect of negate indirectly negates the ability of the evil character in battle because negate undoes all abilities that happened as a result of the ability being negated, but cannot negate the game action of block do to it's transcendent properties.However, when you band in a character to battle the ability let's him join a rescue/block/ battle challenge not a game action of presenting the character, so his presence can be "undone".
Absolutely nothing more than the exact words of an ability should be undone when it is negated.
Quote from: Kevinthedude on August 22, 2017, 03:48:08 PM Absolutely nothing more than the exact words of an ability should be undone when it is negated.I'm saying that even with this interpretation the evil character still would not be in battle because when you negate a search the cards go back into the deck, but the abilities of the evil character would not be negated. That's why I brought up the 3 woes-Fire Foxes example.