Shaun McIsaac#
LSJ
>John Whelan <jbwh...@amanda.dorsai.org> wrote:
>> LSJ, here's another "Illusions of the Kindred" question for you:
>> Suppose my opponent plays "Illusions...." and I immediately follow
by
>> playing "Psyche" at superior to start a new combat with the minion
for
>> whom combat just ended. What happens?
>
>Good question.
>
>Based on the precedent of trying to play Fast Reaction after Hidden
>Lurker (i.e.: Hidden Lurker precludes the play of Fast Reaction), I'd
>have to say that Psyche cannot be played after Illusions of Kindred
>(unless no combat results from the Illusions - when the crypt is
empty).
>By the time Illusions finishes up, you are no longer "at the end of
>combat when both combatants..." - you are long past that combat.
Hrm, if that is so, why can Psyche at superior stop a Form of Mist at
superior? The form has you continuing the action, and clearly by the
time that action has finished, you couldn't use a Psyche. What other
effects does a Psyche stop and which ones doesn't it stop? Does it
prevent the damage from a catatonic fear? The untap from majesty? To
be consistent, Psyche should simply replace "combat ends" with "new
combat begins" and either cancel *all* further effects from the CE
card/ability, or cancel *no* further effects from the CE card/ability.
Also, there is an opinion in this area that Theft of Vitae will steal
life from allies. How is it that allies ignore all burn blood
effects, but not steal blood effects?