In this post Scott tells us that Scorpion Sting doesn't prevent the opposing minion from playing a Dodge (that will fizzle).
I find this a bit counter intuitive, as other effects in the game deny the opponent from using certain other effects.
There seems to be a difference between "Opposing minion cannot use Dodges" and "This strike cannot be Dodged by the opposing minion" in the rulings.
I think that that difference is counter intuitive, but then again, English is not my mother tongue...
Another Dodge related question:
Wind Dance's wording might give the impression one can use the additional Dodge later then the second strike.
If the opposing minion uses Blur or any other effect that gives her 3+ strikes that round, can the Wind Dancer choose to Dodge the first and third strikes, thus taking the second?
you can still declare a Strike: Dodge, it just won't protect you. most commonly this matters if the acting minion had to choose strikes first, they don't know if the 2nd minion will play Scorpion Sting or not, so it is treated the same as if it was the other way around. it's not preventing anything in advance like Grapple does, the Scorpion Sting text triggers only when strikes resolve.
similarly, Mayaparisatya vs Stunt Cycle. you can still play Stunt Cycle (if you were acting, you didn't know what was about to happen!) and the prevention text has no effect. but after strikes resolve, you're not allowed to play Skin of Steel to prevent the agg.
Wind Dance would count as your one source of additional strikes when you play it, so no Blur. I'm not even sure what would happen if Jacko or Hell-For-Leather is involved.
> Haze wrote:
> Wind Dance would count as your one source of additional strikes when you play it, so no Blur. I'm not even sure what would happen if Jacko or Hell-For-Leather is involved.
>
I was meaning:
Minion A: Wind Dance
Minion B: Hands + Blur at
Can minion A choose her dodge to be at minion B's third strike?
> Brum wrote:
> In this post Scott tells us that Scorpion Sting doesn't prevent the opposing minion from playing a Dodge (that will fizzle).
>
> I find this a bit counter intuitive, as other effects in the game deny the opponent from using certain other effects.
>
> There seems to be a difference between "Opposing minion cannot use Dodges" and "This strike cannot be Dodged by the opposing minion" in the rulings.
> I think that that difference is counter intuitive, but then again, English is not my mother tongue...
>
I figure it uses the same principle as Aid From Bats vs. Immortal Grapple. The IG effect can't be applied until the opponent has had a chance to play AFB as his strike in the determine range-step. Similarly, Scorpion Sting's effect isn't applied until the strike reaches resolution so the opponent will have a chance to choose dodge as his strike in the choose strikes-step.
> Suoli wrote:
> I figure it uses the same principle as Aid From Bats vs. Immortal Grapple. The IG effect can't be applied until the opponent has had a chance to play AFB as his strike in the determine range-step. Similarly, Scorpion Sting's effect isn't applied until the strike reaches resolution so the opponent will have a chance to choose dodge as his strike in the choose strikes-step.
>
Right, but once Immortal Grapple is on the table, one cannot use Aid From Bats (or more realistically Theft of Vitae, Coma, etc..)
My point is the Acting Minion playing Scorpion Sting at doesn't stop the opposing to Dodge. That is the counter intuitive part for me.
> Brum wrote:
>
> > Suoli wrote:
> > I figure it uses the same principle as Aid From Bats vs. Immortal Grapple. The IG effect can't be applied until the opponent has had a chance to play AFB as his strike in the determine range-step. Similarly, Scorpion Sting's effect isn't applied until the strike reaches resolution so the opponent will have a chance to choose dodge as his strike in the choose strikes-step.
> >
> Right, but once Immortal Grapple is on the table, one cannot use Aid From Bats (or more realistically Theft of Vitae, Coma, etc..)
> My point is the Acting Minion playing Scorpion Sting at doesn't stop the opposing to Dodge. That is the counter intuitive part for me.
>
IG doesn't retroactively stop a minion from playing AFB during the determine range-step. Scorpion Sting can't retroactively stop the opposing minion from choosing a dodge as a strike because the text on Scorpion Sting that follows the word Strike isn't applied until both minions have chosen a strike and the combat progresses to strike resolution. Before that, the Scorpion Sting isn't "on the table", so to speak. Once the strikes resolve, the Scorpion Sting tells the dodge to go fizzle himself because the no dodging effect is applied.
I hope that's clearer.
> Brum wrote:
> Minion A: Wind Dance
> Minion B: Hands + Blur at
>
> Can minion A choose her dodge to be at minion B's third strike?
>
No.
Each pair of strikes resolves in turn.
The Wind Dancer's second strike resolves at the same time as the Blurring vampire's second strike (not the Blurring vampire's third strike).
Thanks Jeff,
I thought as much, but the "Strike: dodge with an additional strike: dodge this round." was a bit confusing.
Why not just "Strike: dodge with an additional strike: dodge.", since all cards or effects giving additional strikes relate to the present round?
Another example of reminder text?
Regarding the Scorpion Sting question, the confusion comes from the fact that Scorpion Sting's effect is part of the strike, and, thus, resolves when the strike resolves, rather than when the strike is announced, as Suoli explained.
> Adonai wrote:
>
> > Brum wrote:
> > Minion A: Wind Dance
> > Minion B: Hands + Blur at
> >
> > Can minion A choose her dodge to be at minion B's third strike?
> >
> No.
>
> Each pair of strikes resolves in turn.
> The Wind Dancer's second strike resolves at the same time as the Blur's second strike.
>
Correct, though "Blur's second strike" is quite unclear - "the Bluring minion's second strike" or "first strike after Blur was played" are explicit and correct.