Author Topic: Red Dragon with a negate.  (Read 3501 times)

Offline Kevinthedude

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Re: Red Dragon with a negate.
« Reply #50 on: November 01, 2016, 10:59:44 PM »
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I don't see how any of what I said contradicts those things. I attempted to write everything I could think of about the current subject so you could look through and point out the exact point you disagree on so we can figure it out.

kariusvega

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Re: Red Dragon with a negate.
« Reply #51 on: November 01, 2016, 11:04:42 PM »
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a place ability is not an interrupt or negate

this is similar to saying that during special initiative a fruit of the spirit could be placed to protect a hero but that is simply not how special initiative works or is intended to work in the current reg wording

Offline Kevinthedude

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Re: Red Dragon with a negate.
« Reply #52 on: November 01, 2016, 11:10:01 PM »
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I never said a place ability was a negate..I'm still not sure what your point is. In the case of Siegeworks the act of placing the card negates the target but I never said they were the same ability, just two separate abilities that happen consecutively like with Sam's Edict or a band ability.

kariusvega

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Re: Red Dragon with a negate.
« Reply #53 on: November 01, 2016, 11:16:28 PM »
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i mean do you think i would just try to mislead you? i have a relationship with elders.. trying to benefit the community here.. you included and others who may read this later on

i'm telling you-

a place ability is not an interrupt or negate.. there is also a sequential order to abilities in redemption. just because there is a negate portion to both gams and siegeworks does not mean that they can be played from hand as such during special initiative which only allows for a negate or interrupt ability to take the action of salvaging a potential rescue/block

Offline Kevinthedude

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Re: Red Dragon with a negate.
« Reply #54 on: November 01, 2016, 11:22:05 PM »
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If anything I said communicated that I think you're trying to mislead anyone I apologize, that has never been my intention. I'm not saying Gam's Speech can be played from hand, quite the contrary. I never thought it could be after Guardian's post, I just wasn't able to put a good explanation into words until I hashed it out some more. Also I never said a place ability was an interrupt or negate on its own. At this current point the only thing I am trying to say is that Siegeworks specifically can be played during SI because it meets negates the removal and there is no chance in between the card being played and the removal being negated in which the removal would have a chance to resolve.

 


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