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Quote from: Minister Polarius on March 18, 2012, 02:12:33 PMQuotebecause it has no net change on how the game is playedSo you're retracting your assertion that negation and interruption behave differently when they're interrupted or negated?His entire post was very well worded and I think explained the situation very well. You cherry-picked one portion of one statement out-of-context to try and make it say something else. He said that the ruling was originally that interrupt and prevent equals negate, but not the other way around. However, this got distorted through the boards, and was expressed in the original form in REG 2.0.But how can A + B = C, when C =/= A + B? That makes zero sense.I don't see the confusion or the problem, or how his post changed his position on this issue.
Quotebecause it has no net change on how the game is playedSo you're retracting your assertion that negation and interruption behave differently when they're interrupted or negated?
because it has no net change on how the game is played
But how can A + B = C, when C =/= A + B? That makes zero sense.
He's saying there's no change to the game, but if the OP is resolved like he wants it to be, then that is a change.
The point is that no one is able to point to something from the actual rules, just personal experience and thoughts on the matter, or how they thought it was always played. We have to rule based on the rules.
And we're saying you can't just make a huge change to the rules and not tell anyone about it.
Regardless, whether interruption or negation vary in how they're carried out, it's still a moot point because BOTH are being undone by JiP. Whatever their different functions are shouldn't matter when they're being disregarded.
No, but JiP will remove it from the game while it's still "on the stack." Conditions aren't checked for and abilities don't re/activate in the middle of other abilities. Just as the Nebuchadnezzar+Iron Pan situation doesn't allow for rechecks in the middle of other things happening, Net never enters a state where it's either not undone (doesn't matter whether it's via negate or interrupt as they both undo per the rules) or removed from the game.
Step 1, block with Astrologers.Step 2, play Abraham's Servant to Ur.Step 3, Astrologers is now negated.You're trying to have it both ways. Either Interrupt is a part of Negate or it isn't.
Any cannot be interrupted ability inherently cannot be interrupted, which means it can never be targeted by any interrupt or negate ability. An ability targeted by a cannot be interrupted ability cannot be targeted by any interrupt or negate ability.
How many elders have to rule on something before it becomes accepted? Why are we still talking about this?
All questions with the same answer. There is none. If something is undone, and then the thing that undid it is undone, it has to redo. 2+2=4
The REG is not consistent. Or your interpretation of it is flawed.
Please find me a rule that says Negate suspends the target and it must reactivate.
That's not what we're debating here. Negate doesn't suspend it, but when it was already negated it either has to refire or it can't do anything at all. Your choice. Either way it can't happen before JiP completes.
I would really like one of two changes to bring consistency.1) Allow Interrupt and Prevent to Interrupt or prevent CBN enhancements. And allow Negate to beat Prevent and Interrupt. 2) Combine Interrupt and Prevent to mean Negate again. I think that this is necessary to regain consistency of terms.