Author Topic: Agur, Elishama, etc.  (Read 3387 times)

Offline STAMP

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Agur, Elishama, etc.
« on: November 04, 2010, 12:29:06 PM »
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Jeff Allen has some sage marital advice for men: "When you get married you need to decide whether you want to be right or want to be happy."

You know, it probably works here, too: "When you play Redemption you need to decide whether you want to be right or want to be happy."

May I have the logical explanation why an enhancement placed with Agur will not activate if I cause my opponent to fight with the hero having the placed enhancement?

Thank you.


Agur (Pi)
Type: Hero Char. • Brigade: Yellow • Ability: 8 / 9 • Class: None • Special Ability: You may place an O.T. Enhancement from hand (or discard pile if Book of the Law is active) on a human Hero of matching brigade in your territory. The next time that Hero enters battle, that Enhancement activates and is discarded immediately. • Play As: You may place an O.T. Enhancement from hand (or discard pile [after a search] if Book of the Law is active) on a human Hero of matching brigade in your territory. The next time that Hero enters battle, that Enhancement activates and is discarded immediately. • Identifiers: OT Male Human • Verse: Proverbs 30:1
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #1 on: November 04, 2010, 01:35:48 PM »
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It does activate. But placed cards are read from their owner's perspective, so it activates as your card and you carry out the SA.
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #2 on: November 04, 2010, 01:38:47 PM »
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That is an explanation that describes the arbitrary decision.  I'm still awaiting the logic behind that arbitrary decision.
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Re: Agur, Elishama, etc.
« Reply #3 on: November 04, 2010, 05:25:09 PM »
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It is more effective to find a solution before figuring out why it is the solution.

Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #4 on: November 04, 2010, 08:51:35 PM »
+1
That is an explanation that describes the arbitrary decision.  I'm still awaiting the logic behind that arbitrary decision.
If I place Peter's Curse on your Hero, do you get to deactivate it on your turn? If I place Abom in your territory, can you chose to Discard itself next time you draw? If I have Herod's Treachery placed on my Herod, do you get to use it if you band to him? No.

The logic is a consistent ruling.
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Offline RTSmaniac

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Re: Agur, Elishama, etc.
« Reply #5 on: November 04, 2010, 10:46:56 PM »
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+1 Polarius
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Offline 3-Liner And Bags Of Chips

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Re: Agur, Elishama, etc.
« Reply #6 on: November 05, 2010, 09:22:21 AM »
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That is an explanation that describes the arbitrary decision.  I'm still awaiting the logic behind that arbitrary decision.
If I place Peter's Curse on your Hero, do you get to deactivate it on your turn?
What do you mean by this?
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Offline Master_Chi

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Re: Agur, Elishama, etc.
« Reply #7 on: November 05, 2010, 09:38:38 AM »
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That is an explanation that describes the arbitrary decision.  I'm still awaiting the logic behind that arbitrary decision.
If I place Peter's Curse on your Hero, do you get to deactivate it on your turn?
What do you mean by this?

Rhetorical question. He answered it later in his own post.
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #8 on: November 05, 2010, 01:28:15 PM »
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That is an explanation that describes the arbitrary decision.  I'm still awaiting the logic behind that arbitrary decision.
If I place Peter's Curse on your Hero, do you get to deactivate it on your turn? If I place Abom in your territory, can you chose to Discard itself next time you draw? If I have Herod's Treachery placed on my Herod, do you get to use it if you band to him? No.

The logic is a consistent ruling.

It is only consistent when viewed from the perspective of the arbitrary decision on how a "place" ability is defined (which by the way is still not in the REG).

C'mon everyone.  I know how intelligent you all are.  Look at it from another perspective.  Then ask yourself if it's consistent. 

I'll even start off with an example mentioned above: Peter's Curse on my hero.  Let's say it was placed while activated as an artifact by my opponent.  It was placed on my hero, i.e. I own and control that hero.  Do I own the artifact?  No.  Am I even in control of the artifact?  No.  So based on the rules of the game, regardless of a new "place" definition, why would I be able to deactivate Peter's Curse??

So look at other perspectives.  Theory of relativity.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #9 on: November 05, 2010, 06:46:33 PM »
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I see the other perspective, it's just wrong. The only card that could potentially cede control of a placed Enhancement to be read from your opponent's perspective is Sent to Serve because it has different wording.

Now, when I say it's "wrong," I'm not saying that it shouldn't be that way, just that it isn't that way. Do you have a compelling reason to change the status quo? If so, I'd love to hear it, because an ANB RBD Nazareth deck sounds like a boatload of fun.
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Offline TheJaylor

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Re: Agur, Elishama, etc.
« Reply #10 on: November 05, 2010, 11:37:16 PM »
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Pol is right...about everything...in this thread.


thread closed.

Lamborghini_diablo

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Re: Agur, Elishama, etc.
« Reply #11 on: November 06, 2010, 12:16:24 PM »
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I'll even start off with an example mentioned above: Peter's Curse on my hero.  Let's say it was placed while activated as an artifact by my opponent.  It was placed on my hero, i.e. I own and control that hero.  Do I own the artifact?  No.  Am I even in control of the artifact?  No.  So based on the rules of the game, regardless of a new "place" definition, why would I be able to deactivate Peter's Curse??

You just answered your own question.

Is your opponents Agur in your control? No. Therefore, do you control the ability that SAYS to activate the placed enhancement? No.

The key here is that the ability that allows the enhancement to activate is NOT on the enhancement, its the other cards such as Agur, Elishama, etc.

Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #12 on: November 06, 2010, 07:31:36 PM »
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I'll even start off with an example mentioned above: Peter's Curse on my hero.  Let's say it was placed while activated as an artifact by my opponent.  It was placed on my hero, i.e. I own and control that hero.  Do I own the artifact?  No.  Am I even in control of the artifact?  No.  So based on the rules of the game, regardless of a new "place" definition, why would I be able to deactivate Peter's Curse??

You just answered your own question.

Is your opponents Agur in your control? No. Therefore, do you control the ability that SAYS to activate the placed enhancement? No.

The key here is that the ability that allows the enhancement to activate is NOT on the enhancement, its the other cards such as Agur, Elishama, etc.

Control of Agur is inconsequential.  Agur is no where near the battle when the hero with the placed enhancement is chosen.  The enhancement was never activated.  The enhancement essentially gains a triggered ability.  That's all.  Who controlled Agur doesn't matter.  It's just like a character gaining an ability from set-aside.  Does it matter who controlled the set-aside in the first place?  No.  If I force you to rescue with my Gathered hero you get to band.  It would be silly to say you couldn't band because I controlled Gathering of Angels that gave the gained ability.

Look, Agur et al are different than other cards with a place ability.  The enhancement being placed never gets activated.  It's so simple to understand.  Agur places the enhancement and then gives it a gained triggered ability, which after the phase is over becomes CBN.

Don't overthink this and make it more difficult than it is.  I really don't want Rob to have to change the next starter box to say, "Ages 16 and up". 


@Polarius: Yes, the very first and only deck I have built since seeing Disciples is my ANB/RBD/Nazareth T2 deck.  I have yet to get online and play it because I'm not sure yet whether I will.  But I didn't start this thread to get my deck to work.  I started it because I saw Clift say it didn't work I was incredulous.  Ever since Priests came out I've been playing Agur et al just as I describe above.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #13 on: November 07, 2010, 01:17:13 AM »
+1
The side I'm supporting says "placed cards are read from the perspective of the placer unless otherwise specified." You're saying, "some cards with a place ability work that way, but some give Enhancements a gained conditional trigger which becomes CBN the following phase." And yours is more simple?
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #14 on: November 07, 2010, 11:09:52 AM »
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I will not argue that saying "placed cards are read from the perspective of the placer unless otherwise specified" is simple and consistent.  Yes, it's simple and consistent because it's a rule that's across the board for every card that is considered having a place ability.

So what if a card has the ability, "Place a human from hand under opponent's deck."  Ridiculous example?  Well, I don't think anyone thought we'd ever put artifacts on opponent's heroes either.

While the ruling's wording is simple it creates incongruencies with how certain parts of the game are played.  Teaching a young kid the scenario where I choose his rescuer with my hero with a placed enhancement is going to get a "That's stupid!" response when I tell them that they can use the hero but not the enhancement.

The rule as worded isn't needed.  It's obvious from the current game ruleset that placed cards that are activated are read from the placer's perspective.  A card that has been activated already has it's targets and special abilities active.  There is no logical reason that a placed card that has NOT been activated has to be read from the placer's perspective.  I place characters in my territory that are not activated.  Yes, it's by game rule and not special ability but there is a consistency there.  WHen I make my opponent choose the blocker/rescuer I give control of that card to them and they get to use the ability.  It's consistent that they would also get to use the ability of a placed enhancement that has not been activated yet.
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Offline YourMathTeacher

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Re: Agur, Elishama, etc.
« Reply #15 on: November 07, 2010, 11:38:36 AM »
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I have not posted previously on any of the related threads, but I will have to agree with STAMP. I think the placed cards that say "will activate next time character enters battle" should activate no matter who controls them. Most place cards specify who is affected, so there is no need for a blanket statement. The idea of deactivating an artifact is a completely separate idea, that I see as unrelated to the scenario. Here are some examples of place cards that are specific:

Boasting of Riches (Pi)
Type: Evil Enh. • Brigade: Gold • Ability: None • Class: None • Special Ability: Place on a Hero. Negate that Hero’s special ability while this card remains. If that Hero is captured, discard this card and the top card of that player’s draw pile. • Identifiers: None • Verse: Jeremiah 9:23 • Availability: Priests booster packs (Common)

Boasting of Wisdom (Pi)
Type: Evil Enh. • Brigade: Pale Green • Ability: None • Class: None • Special Ability: Place on a Hero. Negate that Hero’s special ability while this card remains. Blocker may discard this card to discard all Enhancements used by that Hero. • Identifiers: None • Verse: Jeremiah 9:23 • Availability: Priests booster packs (Common)

Destructive Sin (TP)
Type: Evil Enh. • Brigade: Orange • Ability: None • Class: Territory • Special Ability: Place on a Hero. While this card remains, negate special abilities on that Hero and its owner's good Fortresses and Covenants. • Identifiers: None • Verse: Ecclesiastes 9:18 • Availability: Thesaurus ex Preteritus booster packs ()

Reckless Endangerment (Pi)
Type: Evil Enh. • Brigade: Black • Ability: None • Class: None • Special Ability: Place on a Hero. Negate that Hero’s special ability while this card remains on that Hero. If that Hero is discarded, its holder must discard another of his Characters in play. • Identifiers: None • Verse: Leviticus 19:16 • Availability: Priests booster packs (Common)



With that said, I am curious about a card like Satan's Seat:

Satan's Seat (FF)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: Place on your single-color Site to negate all protect abilities on opponent’s Heroes. If a Hero rescues a Lost Soul from that Site, discard that Hero. • Play As: Place on your single-color Site to negate all protect abilities on opponent’s Heroes. Discard all Heroes that rescue a Lost Soul from that Site. • Identifiers: Play to territory. • Verse: Revelation 2:13 • Availability: Faith of our Fathers booster packs (None)


If my opponent steals my site that I placed SS on, does that mean that his Heroes' protect abilities are still being negated? And, after the steal, if I rescue a LS from the site, are my heroes discarded?

Perhaps the answers to these questions will help decide how the original scenario should be ruled.
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Offline The M

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Re: Agur, Elishama, etc.
« Reply #16 on: November 07, 2010, 06:09:14 PM »
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We play "owners" on Peters Curse as the person who played the card.
But then destructive sin doesn't make any sense... hmmm...
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #17 on: November 07, 2010, 08:48:06 PM »
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With that said, I am curious about a card like Satan's Seat:

Satan's Seat (FF)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: Place on your single-color Site to negate all protect abilities on opponent’s Heroes. If a Hero rescues a Lost Soul from that Site, discard that Hero. • Play As: Place on your single-color Site to negate all protect abilities on opponent’s Heroes. Discard all Heroes that rescue a Lost Soul from that Site. • Identifiers: Play to territory. • Verse: Revelation 2:13 • Availability: Faith of our Fathers booster packs (None)


If my opponent steals my site that I placed SS on, does that mean that his Heroes' protect abilities are still being negated? And, after the steal, if I rescue a LS from the site, are my heroes discarded?

Perhaps the answers to these questions will help decide how the original scenario should be ruled.

I don't play with Satan's Seat and haven't had to rule on it but it seems pretty clear.  Based on the wording it's a cost-benefit special ability.  The cost is placing it on your site.  The benefit is that protect abilities on opponent's heroes are negated while it stays in play, and I think this is a key, also while you control it because the cost involved it being your site.  As such, if your opponent steals the site they don't get the benefit because they never paid the cost in the first place.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #18 on: November 08, 2010, 09:43:38 AM »
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Quote
Here are some examples
Redemption is supposed to be about top-down rules, not bottom-up rules. Just because many place cards specify doesn't mean there's no need for a default. In fact, there'd be a need for a default if even one did not specify, and there are more than one.

Quote
Ridiculous example?
Yes. It's a ridiculous example both because there are no cards that allow cards to go into other peoples' decks (and if there will be in the future they'll need to be accompanied by heavy changes in the rules and their own special game rules), and also because it's not a real card. Do you have any real cards that are problematic because of this rule of thumb?
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #19 on: November 08, 2010, 11:12:07 AM »
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Quote
Here are some examples
Redemption is supposed to be about top-down rules, not bottom-up rules. Just because many place cards specify doesn't mean there's no need for a default. In fact, there'd be a need for a default if even one did not specify, and there are more than one.

I agree that top-down is the way to go in most cases.  This top-down rule for placed cards is definitely not needed and only creates more confusion and complexity.

Quote
Ridiculous example?
Yes. It's a ridiculous example both because there are no cards that allow cards to go into other peoples' decks (and if there will be in the future they'll need to be accompanied by heavy changes in the rules and their own special game rules), and also because it's not a real card. Do you have any real cards that are problematic because of this rule of thumb?

Did you even read the sentence immediately following?  It's not like the Polarius I know to miss details.


In fact, Rob and his volunteers have done such a good job with streamlining and clarifying the rules the past several years that there is no need for the new arbitrary rule for cards with place abilities.  Every place card is easy to decipher without it.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #20 on: November 08, 2010, 12:05:48 PM »
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Everything should have a rule. "Easy to decipher" is not nearly good enough, or we get threads like this. You've also totally ignored the problem that your proposal would create in that it contradicts how Herod's Treachery works. If controlling the card that a card is placed on (but only ones that are activated later) gives you control of the placed card, you could band to a Herod and use his Treachery. You also wouldn't be able to place your Herod's Treachery on your opponent's Herod (a common strategy when Herod decks are facing each other) without giving over control.

I understand that you're bummed to find out that your deck's combo is illegal, but arguing that we don't need rules for everything is hardly tenable.
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #21 on: November 08, 2010, 12:31:32 PM »
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Sorry, my fault.  I should have been very clear with all my statements.  Allow me to fix the statement that is tripping you up.

"Every place card is easy to decipher rule without the arbitrary placed card ruling BUT with the current ruleset."

Again, I don't care if it ruins my current deck.  I only brought up this thread to point out how unnecessary the new ruling is.  It was only evident to me BECAUSE of my current deck and comments made on other threads.

Everything has a rule and the current ruleset covers placed cards without adding anything.

I don't really understand what's the problem with Herod's Treachery on a Herod.  Seems very clear to me how it would work without the arbitrary placed card ruling.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #22 on: November 08, 2010, 02:23:00 PM »
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It's not new or arbitrary. It just hadn't been thrust into the spotlight before Nazareth made it very profitable to not know the rule.
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Offline STAMP

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Re: Agur, Elishama, etc.
« Reply #23 on: November 08, 2010, 03:50:30 PM »
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Well it's new to me since I've only been on the fringes the past couple of years.  Because it is so incongruent with the current ruleset my guess was that a top-down rule was devised to try to prevent any "brokenness".  A valiant intent in my opinion because I do prefer top-down rules.  However, in this case it would have been better to issue errata to cards that had problems (as mush as I dislike errata).  Although how to interpret Herod's Treachery (this being the card that seems you are using to back up the ruling) is very easy using the current ruleset without the special placed rule, I'm guessing it's not how the card was intended to be played.  That, my friend, occurs every set.  As I said, the ideal situation IS to come up with a top-down rule if at all possible.  In this case, it just made the game harder to understand and teach to newer and younger players.  You are a top-notch player.  But if you haven't hosted or taught the game on a regular basis then you are out of touch with what I'm trying to explain.  I'm not blaming you at all.  It just happens with most elite players of any game.
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Offline Minister Polarius

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Re: Agur, Elishama, etc.
« Reply #24 on: November 09, 2010, 12:15:36 AM »
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I agree that I do not teach people how to play, and could be missing something about why a less complicated rule is actually more complicated than a more complicated rule. But the onus is on new players to learn the rules which are established for gameplay purposes, not on the PTB to alter the game to make it easier for (some) people to understand.

The way "capture" works with captured characters v. characters, treating as Lost Souls, identifiers, etc. is all very complicated. Making a rule that any time someone gets captured and goes to Land of Bondage, treat the card as if it were a Lost Soul card with no Special Ability would be simpler, easier to teach, and universally consistent. But it would also change the game. If you get to use an example of putting cards into your opponent's deck, I get to use a ridiculous example as well :)
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