rec.games.trading-cards.jyhad

Questions on: Flash grenade again

7 messages from 7 participants · 08 August 2006 – 13 August 2006
original thread on Google Groups

chfa...@hotmail.com

Flash Grenade Weapon. Strike: combat ends. If the opposing minion is a vampire, he or she is tapped and does not untap as normal on his or her next untap phase. If the bearer is a vampire and the grenade is used at close range, the bearer is also tapped and does not untap as normal on his or her next untap phase. Burn this weapon after use. ---------- Question 1) Is this ruling still valid? S:CE at close with Flash grenade taps the opposing vampire even if he Majesty or Earth Meld is played as a response at superior. http://groups.google.com.au/group/rec.games.trading-cards.jyhad/browse_frm/thread/6c4bd883765af9f7/6b99da18f89a8a20?tvc=1&q=flash+grenade+majesty#6b99da18f89a8a20 Question 2) If the opponent vampire dodges, can he avoid the after-math, i.e, tapping and not untapping on his next untap phase? Sounds a bit weird to me but some people have been arguing on my group that playing dodge would dodge the effect, although the combat actually ends. Thanks in advance. Falcon

LSJ

chfa...@hotmail.com wrote: > Question 1) Is this ruling still valid? > S:CE at close with Flash grenade taps the opposing vampire even if he > Majesty or Earth Meld is played as a response at superior. Yes. It will remain true as long as strikes resolve simultaneously. That is, it will always be true. > Question 2) If the opponent vampire dodges, can he avoid the > after-math, i.e, tapping and not untapping on his next untap phase? Yes. Dodge protects the dodger from the effects of the opposing strike.

sutekh_23

LSJ wrote: > chfa...@hotmail.com wrote: > > Question 1) Is this ruling still valid? > > S:CE at close with Flash grenade taps the opposing vampire even if he > > Majesty or Earth Meld is played as a response at superior. > > Yes. It will remain true as long as strikes resolve simultaneously. > That is, it will always be true. > How does this ruling gel with other non-damaging effects? Flash Grenade Type: Equipment Weapon. Strike: combat ends. If the opposing minion is a vampire, he or she is tapped and does not untap as normal on his or her next untap phase. If the bearer is a vampire and the grenade is used at close range, the bearer is also tapped and does not untap as normal on his or her next untap phase. Burn this weapon after use. Mercy for Seth Type: Combat Requires: Necromancy Cost: 1 blood [nec] Strike: put this card on the opposing minion. If this minion is a mortal, he or she is burned. During his or her untap phase, the minion with this card takes 1 unpreventable damage. The minion with this card may burn it as a +1 stealth action. [NEC] As above, and this strike inflicts 1 damage as well. Now, feel free to correct me if I am wrong (just tell me why), but it is my understanding that if I play Majesty, Combat ends immediatly and no part of the opponents strike follows through. Yet with this ruling the "side effect" of the flash grenade (tapping etc) still applies even if I S:CE. Does it also follow that if I play Mercy for Seth and my opponent S:CE, that they still suffer the secondary effects of the strike, i.e. placing the card on them? Or any other non-damaging strike that has a "side effect" If this is not the case (as I believe it to be), why is flash grenade an exception to this rule?

Blooded Sand

[ quoted text not captured ] The important bit here is that flash grenade is strike: combat ends, and mercy of seth is not. order of strike resolution is S:CE, Dodge, First Strike, and finally regular strikes. Mercy for Seth falls under the fourth part, and thus would happen way after S:CE. Flash is S:CE so there is no way of effectively dodging or S:CE'ing it

Hardy Range

sutekh_23 wrote: > > Now, feel free to correct me if I am wrong (just tell me why), but it > is my understanding that if I play Majesty, Combat ends immediatly and > no part of the opponents strike follows through. You are wrong. ;-) If you "play Majesty", you are in the chose strikes phase of the combat. The Majesty does not resolve yet. Combat does not end immediately. For example, the opponent has a chance to play a strike (if he is reacting) - this may or may not be a Strike: Combat Ends, too. Then, Strike Resolution begins. S:CE resolves before everything else, as per the rules. But if both players used a S:CE, these two strike resolve simultaneously, as pointed out by LSJ. All effects from both strikes are applied. Regards, Hardy Range Prince of Bochum, Germany

Gregory Stuart Pettigrew

Blooded Sand wrote: > The important bit here is that flash grenade is strike: combat ends, > and mercy of seth is not. order of strike resolution is S:CE, Dodge, > First Strike, and finally regular strikes. Mercy for Seth falls under > the fourth part, and thus would happen way after S:CE. Flash is S:CE so > there is no way of effectively dodging or S:CE'ing it I'm not sure that's true anymore. Since Dodge now protects against S:CE, it would be more accurate for play purposes to list it as Dodge, S:CE, First Strike, Normal Strike. -- - Gregory Stuart Pettigrew

Jozxyqk

[ quoted text not captured ] Dodge doesn't protect against S:CE. It only protects against the effects of an S:CE strike that would affect the dodger. Combat still ends, and anything that doesn't involve the dodger still happens (like untapping from Majesty).