file [Submission] Corpse Decoy

06 Mar 2015 22:53 #69702 by chrisn101
Good spot. Does "When combats ends do X" clarify? Doesn't matter if the reason is a 'natural' no press to continue, S:CE or one vampire ends up in torpor.

Corpse Decoy, version: no idea
Action Modifier / Combat
2 blood
:nec: :thn: +1 stealth. If this action is blocked, cancel the resulting combat and move a vampire from the bottom of your crypt into play as a non-unique zombie ally with half the vampire's capacity in life (round up). The zombie may play combat cards as if she possessed :for: :nec: :obf: :thn: and begins combat with the blocking minion. When combat ends, remove the crypt card from the game.
:NEC: :THN: As above, but usable before range is determined. Untap this vampire. When combat ends, shuffle the crypt card back into your crypt.

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07 Mar 2015 05:15 #69706 by direwolf
If the illusionary vampire is burned in combat (ending combat), the acting Methuselah chooses whether he is sent to the ash heap or removed from the game. [RTR 20001020]
...
4. ILLUSIONS OF THE KINDRED:
Q: If the vampire brought into play by Illusions of the Kindred is
burned in combat, is he put in the ash heap (being burned) or put out
of play (by Illusions of the Kindred's card text)?
A: The two effects (burn and remove from play) are occurring at the
same time (combat ends when the vampire is being burned), so the
acting Methuselah can order the events in any order she likes. If the
burn is done first, then the vampire will not be removed from play
(similar to the reason a Horrid Reality weapon won't be returned to
the library if it is burned first).


Waaaaaaait a minute. LSJ rules that a card that is removed from play can still be placed in the graveyard. Okay, I get it. The player can order simultaneous things to his or her advantage. But in this case, one of those things is "remove from game."

As far as I'm concerned, if you put "remove from game" in front of "put in ash heap," the "put in ash heap" fizzles because the target is no longer in the game.

LSJ is not infallible. Game mechanics can be argues logically by two different sides and both can be right (and both can be wrong.)

Whatever. A game in which rules-lawyering is part of the game, it's no surprise that there are oddities. Just look at any justice system.

:tore: :pre: :tem: :aus: Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.

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