Author Topic: Weapons and Special Initiative  (Read 1075 times)

Offline ArmedKevin117

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Weapons and Special Initiative
« on: December 26, 2018, 01:55:14 PM »
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Broad question: Can a Weapon with an interrupt ability, which hasn't had a chance to activate yet, be used to interrupt a card played through special initiative?

Wall of Text:
Yes, I know that's a weird question.  Here's what I'm looking at:  I want to use First Seal/Conquer and Second Seal/War.  I'm imagining a scenario where Conquer has Naaman's Chariot and Horses equipped.  Conquer blocks a lone Hero and bands to War.  At this point, Conquer's ability is discarding the rescuing Hero, so they get special initiative (and if I understand order of operations correctly, N's C&H hasn't had a chance to activate yet).  They play a generic "negate and discard an evil card" which for purposes of example we'll assume is neither CBI nor CBN.  Can I then choose to trigger N's C&H to interrupt that negate & discard?

I'm making some assumptions about the flow of events here:
-Conquer enters battle.  Its ability activates and brings War into battle.
-As part of being brought into battle, War's ability activates and completes.
-As part of War being brought into battle, War's Weapon (if it has one) activates and completes.
-The action of bringing War into battle has completed, triggering the "discard an opposing character" in Conquer's ability.
-Opponent gets special initiative to negate Conquer.
-If the battle is not outright ended by Conquer's ability (and Conquer and N's C&H are still in battle), N's C&H would now activate.

Ability text dump:
Quote
Conquer:
May band to War, Famine or Death to discard an opposing character.

Quote
War:
You may discard an Enhancement or search deck, discard pile or Reserve for an evil weapon.

Quote
Naaman's Chariot and Horses:
Interrupt the battle and draw two cards.  If used by a unique character, you may play the next Enhancement.

Offline RedemptionAggie

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Re: Weapons and Special Initiative
« Reply #1 on: December 26, 2018, 02:40:02 PM »
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I can't pull up the REG, but weapons should come before banding.

In general, if the character causes SI before the weapon activates, and the card played during SI does not grant SI, if the weapon is in play it should activate and interrupt.

Offline ArmedKevin117

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Re: Weapons and Special Initiative
« Reply #2 on: December 26, 2018, 03:20:10 PM »
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I can't pull up the REG, but weapons should come before banding.

In general, if the character causes SI before the weapon activates, and the card played during SI does not grant SI, if the weapon is in play it should activate and interrupt.

REG verifies, weapon activates before banding.  (Quote below)
Although that alone kills my original thought, I'd like to point out that, in my example, the card I wanted to negate with the Weapon is granting SI by way of negating the band and discarding the original blocker.

Quote from: REG
Ability Activation Order
Whenever a character (or group of characters) are played in battle:
1. Verify the rescuing/taunting/attacking/blocking/defending status of the characters in battle and
the players involved in the battle.
2. Activate all abilities in the order written on the card EXCEPT those with effects that add a
character to a battle.
3. Activate all gained abilities in the order gained EXCEPT those with effects that add a
character to a battle.
4. Activate all abilities on any equipped weapons EXCEPT those with effects that add a
character to a battle.
5. Activate all abilities with effects that add a character to the same side of battle. This includes
steps 1-5 for all new characters added to battle, in the order added.
6. Verify the begins a battle/blocked status of the characters that are/were in battle and the
players involved in the battle.
7. Activate all abilities with effects that add a character to the opposite side of battle. This
includes steps 1-7 for all new characters added to battle, in the order added.
8. Activate all abilities with side battle effects. This includes steps 1-8 for all new characters
added to a battle, in the order added.
9. Activate all pending abilities with triggered effects, following the order provided in the
definition of triggered effect abilities.

 


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