Author Topic: GOTM Timing  (Read 873 times)

Offline Alex_Olijar

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GOTM Timing
« on: January 21, 2013, 02:47:29 AM »
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Situation: Last card in my opponent's deck is son of god. I have destruction of nehushtan in my hand. opponent plays U and T and knows I have DoN. He activates gifts of the magi and rescues with hur. What is the correct order of drawing and actions? I obviously am keeping DoN. Can I announcing intentions to play it thus stopping him from drawing Son of God, playing it, and then winning?


Offline Prof Underwood

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Re: GOTM Timing
« Reply #1 on: January 21, 2013, 03:01:21 AM »
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Hur causes your opponent to draw cards, which triggers Gifts.  This triggered action has to complete before any other dominants can be played.  Since the attacker is the one drawing the cards from Gifts, they would be able to play a dominant first responding to their draw (in this case SoG/NJ) before their opponent could play a dominant (in this case DoN).

At least this is how I think it works :)

Offline The Guardian

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Re: GOTM Timing
« Reply #2 on: January 21, 2013, 03:14:15 AM »
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I believe you would have the opportunity to respond to the activating of Gifts before he can shove Hur into battle.

However, if you did not play DoN prior to Hur rescuing then your opponent does have the opportunity to respond to his own action first.
Fortress Alstad
Have you checked the REG?
Have you looked it up in ORCID?

Offline Prof Underwood

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Re: GOTM Timing
« Reply #3 on: January 21, 2013, 04:04:59 AM »
+2
I believe you would have the opportunity to respond to the activating of Gifts before he can shove Hur into battle.
I also agree with this.

Offline Redoubter

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Re: GOTM Timing
« Reply #4 on: January 21, 2013, 06:53:48 PM »
+1
However, if you did not play DoN prior to Hur rescuing then your opponent does have the opportunity to respond to his own action first.
For reference, that was discussed and ruled in this thread, which was also on Gifts.

The TL;DR of that part of thread: If an opponent moves to the battle phase without allowing an opportunity for opponents' dominants/abilities to be played before the end of the prep phase, the dominants/abilities may still be played.  Further, the person who 'pushed the hero into battle' could choose a different hero to start the battle, if desired, as the prep phase hadn't actually ended yet.  An opportunity to activate abilities and play dominants must be afforded all players in phases that they could be used.

 


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