Cactus Game Design Message Boards
Redemption® Collectible Trading Card Game HQ => Official Rules & Errata => Ruling Questions => Topic started by: BubbleBoy on August 01, 2009, 11:56:00 AM
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If used in battle to put Astrologers in battle, can you use Astrologers' ability after Divination fully completes?
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Post abilities.
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Of course you can.
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If used in battle to put Astrologers in battle, can you use Astrologers' ability after Divination fully completes?
It's no different than if you banded Astrologers in from your territory. So yes, Astrologers' ability would activate.
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So Astrologers' ability doesn't activate immediately upon entrance into battle; it activates after Divination is totally done?
Post abilities.
I don't know if that would be wise.
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So Astrologers' ability doesn't activate immediately upon entrance into battle; it activates after Divination is totally done?
Post abilities.
I don't know if that would be wise.
Scheaf didn't shut down gabe from spoiling Philistine Garrison and Magicians charms in another thread, I think we're in the clear
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If I could, I would post the entire card list; I just don't know if I have permission.
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So Astrologers' ability doesn't activate immediately upon entrance into battle; it activates after Divination is totally done?
I see what you are saying. Astrologers doesn't interrupt Divination at all, so I don't see why it's ability would go before the rest of Divination. I imagine this was an intended combo as part of making Magicians a viable strategy.
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If I could, I would post the entire card list; I just don't know if I have permission.
You should totally PM me the list... ::).
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I totally would. ...::)
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If I could, I would post the entire card list; I just don't know if I have permission.
You should totally PM me the list... ::).
Agreed
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Wait how do you get Divination to band in Astrologers any ways?
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Just read the ability. :dunno:
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theres an astrologers card on ebay with the full special ability.
no one minds if you post the abilities.
Astrologers
3/3 Pale Green/Crimson Evil Character
Reveal the top or bottom card of deck. If it is evil, add it to hand and opponent must discard one of his cards from territory, except a Lost Soul. Cannot be interrupted.
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Divination
6/0 pale green territory class evil enhancement
If used by a Magician, look at the top six cards of deck. Select one evil card and add it to hand or battle. Return the rest to the top and/or bottom of deck in any order. Cannot be interrupted.
Galatians 5:20-21