Scott, got a couple for you on
Blood Turnip
Type: Master
Requires: anarch
Unique master. Requires a ready anarch.
Put this card on any minion. When this minion enters combat, he or she
moves this card and 1 blood (or life) to the opposing minion. If the
opposing minion is an anarch, that anarch can move this card onto any
minion instead (but it must move).
I've seen a couple of posts, including one question you answered about
this card, but I admit to being a bit confused. Since I'm looking at
this card for a deck, I want to get it right.
First, when I read this, I get an "either/or" interpretation, not an
"and" as seem to be the current interpretation. I get an anarch
somehow, then I play this card on someone else's minion. I enter
combat with that minion with some sort of successful rush or block.
All good so far.
By card text, the first line is clear. 1 blood/life moves from the
opposing minion to mine. If my minion is fighting an ally, it loses 1
life, my minion gains 1 blood. Still good.
But it's that last line that gets me - particularly the "instead"
part. Every time I read it, I get .... "instead of moving a blood as
previously described, you can move the card - and btw, if you don't
take the blood/life, then you HAVE to move the card to a different
(not the same) minion." But that doesn't seem to jibe with some of
the comments on the newsgroup.
Particularly the one where you say if an ally burns (e.g., he lost a
life), you still get to move the card. That seems to make it an "and"
statement. I guess that the "instead" could also be interpreted
"instead of this minion, and it can't go to the same minion." If
that's the case, a simple "can move this card to any other minion"
would have both sufficed and been more clear.
Assuming that this card is really an "and" effect, so I can both get
the blood/life and move it....I'm still a bit confused by having a
card on a burning ally move....the second sentence indicates "can" -
implying an optional effect. The burning part, with the ally and all
cards on it going to the graveyard is mandatory. It was my impression
that all mandatory effects must be ordered first (to the graveyard,
all of you!), before the optional effects could be ordered (hey,
Turnip, go sit on minion "x").
Clearly, diablerie is an excepted from such confusion by rule 6.5.5,
where blood/equipment movement preceed the burning of the vampire.
So, please let me know which way I should be looking at this.
Finally, the enter combat terminology leaves wondering how Psyche!
interacts with Blood Turnip.
Psyche!
Type: Combat
Requires: Celerity
[cel] Press.
[CEL] Only usable at the end of combat when both combatants are still
ready. Begin another combat with the opposing minion.
I think that Psyche! used to explicitly include the phrase "enter
combat" - but it clearly no longer does. Still, the question remains,
if I Psyche! against a Blood Turnip, do I get to steal another blood/
life (and/or move the Blood Turnip) at the beginning of the new
combat?
Thanks in advance.
Darby
Darby Keeney wrote:
> Scott, got a couple for you on
>
> Blood Turnip
...
> Still, the question remains,
> if I Psyche! against a Blood Turnip, do I get to steal another blood/
> life (and/or move the Blood Turnip) at the beginning of the new
> combat?
I'm not LSJ, but...yes.
However....
If there's just one combat and then a psyche, it will never be 'another'
blood or life. it can only be 'a'.
Because when you entered combat the first time, you will have stolen a
blood and moved the turnip. and you can't have moved it back to the same
guy, because 'it must move'.
(there of course can be the opportunity to do it with _multiple_ psyches
and just moving the card back and forth...but then they're stealing off
you, too. unless you're empty each time you have the turnip and start a
new combat...)
--
salem
(replace 'hotmail' with 'gmail' to email)
On Sep 19, 10:28 pm, Salem <kella...@hotmail.com> wrote:
> Darby Keeney wrote:
> I'm not LSJ, but...yes.
>
> However....
>
> If there's just one combat and then a psyche, it will never be 'another'
> blood or life. it can only be 'a'.
>
> Because when you entered combat the first time, you will have stolen a
> blood and moved the turnip. and you can't have moved it back to the same
> guy, because 'it must move'.
>
> (there of course can be the opportunity to do it with _multiple_ psyches
> and just moving the card back and forth...but then they're stealing off
> you, too. unless you're empty each time you have the turnip and start a
> new combat...)
I didn't say either the opposing minion or the psyching minion is an
anarch. The blood stealing part works regardless, per the second
sentence of Turnip, and the movement part only applies if the minion
without the turnip is an anarch - so everything remains in place for
the second combat (if neither is Anarch), unless I'm reading this
completely wrong.
Then past that, we haven't solved anything about HAVING to move the
card even if my minion were an anarch (the card says "can" - implying
an option to move, but also implying that I cannot move it to the same
minion, or that the move is mandatory - I still can't tell which).
In the end, I think it boils down to "steal a blood/life no matter
what, and move(!) the card if you're an Anarch" - so that last part
should have been written "If the
opposing minion is an anarch, that anarch's controller must move this
card to a different minion." But that sure doesn't seem completely
straightforward from the print.
At any rate, thanks for the response, and we'll see what LSJ makes of
this.
[ quoted text not captured ]
No, if Minion A has a Turnip and some how enters combat with Minion B,
the Turnip moves, if Minion B is an anarch, Minion B can either choose
to keep the Turnip or move it to a minion who is not Minion A
In message <7f441d71-f160-4cdd...@j22g2000hsf.googlegroup
s.com>, Darby Keeney <darby....@gmail.com> writes:
>In the end, I think it boils down to "steal a blood/life no matter
>what, and move(!) the card if you're an Anarch" - so that last part
>should have been written "If the
>opposing minion is an anarch, that anarch's controller must move this
>card to a different minion." But that sure doesn't seem completely
>straightforward from the print.
Case 1:
A has a Blood Turnip. B is not an anarch. They enter combat. A blood
(or life) moves from A to B, and the Turnip moves from A to B.
Case 2:
A has a Blood Turnip. B is an anarch. They enter combat. A blood (or
life) moves from A to B. B's controller chooses where to move the Blood
Turnip. It must move (it can't stay on A), but it can move to any
minion.
In case 2, ordinarily, the anarch controller will want to move it to
another minion he's going to rush (or get blocked by, or whatever), so
another of his anarchs can get a blood. However, if B and A are the
only two minions around, it moves from A to B. You might want to do
that intentionally, too - for example, if you were using a temporarily
stolen minion or something. It just have to move to someone who isn't
the minion with it already, of the anarch controller's choice.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
On Sep 20, 7:42 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <7f441d71-f160-4cdd-96a3-a9aa99d35...@j22g2000hsf.googlegroup> s.com>, Darby Keeney <darby.kee...@gmail.com> writes:
>
> >In the end, I think it boils down to "steal a blood/life no matter
> >what, and move(!) the card if you're an Anarch" - so that last part
> >should have been written "If the
> >opposing minion is an anarch, that anarch's controller must move this
> >card to a different minion." But that sure doesn't seem completely
> >straightforward from the print.
>
> Case 1:
> A has a Blood Turnip. B is not an anarch. They enter combat. A blood
> (or life) moves from A to B, and the Turnip moves from A to B.
>
> Case 2:
> A has a Blood Turnip. B is an anarch. They enter combat. A blood (or
> life) moves from A to B. B's controller chooses where to move the Blood
> Turnip. It must move (it can't stay on A), but it can move to any
> minion.
>
> In case 2, ordinarily, the anarch controller will want to move it to
> another minion he's going to rush (or get blocked by, or whatever), so
> another of his anarchs can get a blood. However, if B and A are the
> only two minions around, it moves from A to B. You might want to do
> that intentionally, too - for example, if you were using a temporarily
> stolen minion or something. It just have to move to someone who isn't
> the minion with it already, of the anarch controller's choice.
Aha! Thanks for the clarification, it finally sunk in.
Somehow, in that first sentence, I missed the "this card and" EVERY
TIME I read it. Geez.
Perhaps it is time for a trip to the eye clinic? Think they can
prescribe something for tunnel-vision?
This pretty much makes Turnip el-crapola for one of the things I was
planning, but it's not entirely useless ;)
Thanks again.
D.
On Sep 20, 10:47 am, Darby Keeney <darby.kee...@gmail.com> wrote:
> This pretty much makes Turnip el-crapola for one of the things I was
> planning, but it's not entirely useless ;)
I think it is pretty good for an Anarch Rush deck (I'm using it in
some sort of pot/for/cel Diversion based Rush deck abomination I have
put together)--you drop it on your target, rush, start the combat by
stealing a blood from them, put the Turnip on the target of your next
rush, and continue as needed. It is actually not bad. I mean, yeah, I
don't know if it is worth a master slot and all, but when it is in
play, it isn't bad.
-Peter
Salem wrote:
> Darby Keeney wrote:>> Scott, got a couple for you on
>>
>> Blood Turnip> ....> > Still, the question remains,>> if I Psyche! against a Blood Turnip, do I get to steal another blood/
>> life (and/or move the Blood Turnip) at the beginning of the new
>> combat?>
> I'm not LSJ, but...yes.
>
> However....
>
> If there's just one combat and then a psyche, it will never be 'another'
> blood or life. it can only be 'a'.
>
> Because when you entered combat the first time, you will have stolen a
> blood and moved the turnip. and you can't have moved it back to the same
> guy, because 'it must move'.
>
> (there of course can be the opportunity to do it with _multiple_ psyches
> and just moving the card back and forth...but then they're stealing off
> you, too. unless you're empty each time you have the turnip and start a
> new combat...)
>
Correct.