Author Topic: Interrupt the battle  (Read 4226 times)

Offline Josh

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Interrupt the battle
« on: June 13, 2013, 07:59:33 AM »
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My opponent attacks with a WC banding chain with Benaiah at the end.  I block with Assyrian Siege Army equipped with 2KH.  I interrupt the battle and play Confusion to discard my opponent's SoG from deck. 

Now that 2KH is completed, Benaiah is no longer interrupted.  But only ongoing abilities are interrupted by 2KH, so Benaiah's negate (being instantaneous) would not have been interrupted, only his prevent (ongoing).  So Confusion would not be negated by him.  Correct?
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Offline Gabe

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Re: Interrupt the battle
« Reply #1 on: June 13, 2013, 10:28:59 AM »
+1
Confusion is negated.

Quote from: Benaiah (Ki)
Negate all special abilities on non-warrior class characters and non-weapon class enhancements.
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Offline bballer54

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Re: Interrupt the battle
« Reply #2 on: June 13, 2013, 10:44:01 AM »
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but wouldn't have it not have been negated because in order for 2k horses (WC) to complete, you had to play the next enhancement. confusion was played through 2k horses. Also, 2k horses was warrior class and interupted the prevent from benaiah, and then allowed the player to still play the next enhancement while it was still interupted. I do the same banding chain, and lost one of my games at regionals because of 2k horses then achans sin. My opinion is that in that situation confusion would not be negated, but please correct me if i'm wrong.

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Re: Interrupt the battle
« Reply #3 on: June 13, 2013, 11:09:47 AM »
+2
Benaiah doesn't have a prevent ability, he has a negate ability. Prevent only looks forward. Negate looks forward and backward. You're correct that 2KH will interrupt Benaiah's negate until it's completion, which includes the next enhancement. After it's completion, if Benaiah is still in play his ability kicks in and negates all but warriors and weapons. Confusion is neither of those.
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Offline Professoralstad

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Re: Interrupt the battle
« Reply #4 on: June 13, 2013, 11:13:20 AM »
+1
In the Achan's Sin case, Benaiah is removed from the game before his ability can reactivate, so that is a legal play.
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Offline Josh

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Re: Interrupt the battle
« Reply #5 on: June 13, 2013, 12:16:09 PM »
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I'm confused.  Interrupt the battle only interrupts ongoing abilities.  Isn't an ongoing negate really a prevent?  And if Benaiah's ability really negates every card that enters battle in the future, then his ability is really "Negate every ability that enters battle, except warrior-class characters and weapons".  And if this was the case, then a CBP enhancement (let's say Tenants Kill the Son) would not work, because Benaiah negates it after it enters battle and fires. 

But if Benaiah's ongoing ability is a prevent, and his negate is instantaneous when he enters battle (and therefore not interrupted by 2KH), how can Confusion be negated by a prevent ability?
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Offline ChristianSoldier

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Re: Interrupt the battle
« Reply #6 on: June 13, 2013, 12:52:46 PM »
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A Negate All ability (Like Benaiah) is a single ongoing ability. It can negate everything before it was activated (like a prevent) and everything after it was played for the rest of the phase (like an interrupt), but it is technically neither one of those. If it is interrupted it will kick back in and negate enhancements played in the interrupt.

All that Cannot be Prevented cares about is whether or not the Negate was active before or after it. If the CBP ability is played after the Negate ability the CBP ability works, if it is played before the Negate ability, the CBP ability can be negated.
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Offline Josh

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Re: Interrupt the battle
« Reply #7 on: June 18, 2013, 12:30:36 PM »
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A Negate All ability (Like Benaiah) is a single ongoing ability. It can negate everything before it was activated (like a prevent) and everything after it was played for the rest of the phase (like an interrupt), but it is technically neither one of those.

I thought that "negate" was simplified to mean "interrupt and prevent" recently.  We shouldn't have to define "negate-alls" with the phrase "well, it's kinda like this, but technically, it's not".  I want to know how "negate-alls" can be defined in terms of specific Redemption abilities.

A Negate All ability (Like Benaiah) is a single ongoing ability. It can negate everything... after it was played for the rest of the phase (like an interrupt).  If it is interrupted it will kick back in and negate enhancements played in the interrupt.

All that Cannot be Prevented cares about is whether or not the Negate was active before or after it. If the CBP ability is played after the Negate ability the CBP ability works, if it is played before the Negate ability, the CBP ability can be negated.

I don't see why Benaiah wouldn't negate a CBP enhancement after it is played.  If I am understanding this correctly, Benaiah is at all times negating cards that are not yet in battle (functioning like a prevent) and negating cards currently in battle.  Benaiah should negate a CBP card after it is played.  The CBP enhancement gets through Benaiah's "forward-looking negate" that functions like a prevent.  But the CBP enhancement is helpless against Benaiah's "backward-looking negate" that is at all times trying to negate every single ability currently in battle.

I guess I thought the purpose of defining "negate" as "interrupt and prevent" was to make things simpler (and I remember the messy thread in which this conclusion was reached).  And it would, if we stick to defining all negates, including negate-alls, in terms of the words "interrupt" and "prevent".  But since "negate-all" is somehow special, it gets (in my view) its own special set of rules that are counterintuitive if you know that negate = interrupt + prevent. 
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Offline Prof Underwood

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Re: Interrupt the battle
« Reply #8 on: June 18, 2013, 01:42:09 PM »
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I want to know how "negate-alls" can be defined in terms of specific Redemption abilities.
When it comes to characters like Benaiah:
Negate all = "negate" any characters or enhancements that have been played during this phase as well as any ongoing character or enhancement abilities that are active.  It is also a "prevent" of any characters or enhancements that will be played later during this phase.

The only caveat is that any characters or enhancements that were active previously to Benaiah's activating would NOT be negated if they were CBI or CBN.  Similarly any characters or enhancements that will be played after Benaiah's activating would NOT be negated if they were CBP or CBN.

I don't see why Benaiah wouldn't negate a CBP enhancement after it is played.
You are right.  He would.

browarod

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Re: Interrupt the battle
« Reply #9 on: June 18, 2013, 01:51:30 PM »
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I don't see why Benaiah wouldn't negate a CBP enhancement after it is played.
You are right.  He would.
He actually doesn't, you said so yourself.

I accept the current rules but I agree with ChristianSoldier that it's needlessly complicated. What exactly is wrong with negate meaning "interrupt + prevent"? It wouldn't change the current usage of CBP, CBI, or CBN (in fact, it would explain it even better), it makes comparing abilities and figuring out what effect a negate has on the field easier (a negate all like Benaiah would literally be an interrupt for things played before it and a prevent for things played after, rather than just "like" those), and does away with the mysterious "extra" that negate has which currently is the only answer anyone can give me for why it's not just interrupt + negate (even though they then can't explain what that "extra" is).

Granted, I haven't read through the new rulebook yet so perhaps it's explained better in there, idk.

Offline Prof Underwood

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Re: Interrupt the battle
« Reply #10 on: June 18, 2013, 02:02:36 PM »
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He actually doesn't, you said so yourself.
OK, I'm confused by what you are saying.  Where did I just say that?  Could you quote the exact part, because I didn't mean to say that, so I must have either mistyped or not been clear enough.

I also don't know what this "mysterious extra" thing is that you're talking about.

"Prevent" stops things played after it
"Interrupt" pauses things played before it
"Negate" stops things played before and after it

These seem pretty simple to me.  The only "extra" thing that I see is that "interrupt" doesn't actually stop what happened before it unless you add something else to it (ie. remove the character that played that enhancement from battle so that the enhancement can't reactivate).

browarod

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Re: Interrupt the battle
« Reply #11 on: June 18, 2013, 03:01:19 PM »
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See, that's the point. It makes perfect sense for it to be a combination of the two, yet it's not. Anytime someone posts thinking negate = interrupt + prevent they get glomped on that negate is more than interrupt + negate. Maybe that's not true anymore and I'm just remembering awhile back, I don't know.

In any case, regarding Benaiah, you said that negate all prevents any special abilities played after them. You then said that CBP enhancements cannot be stopped by negate alls played before them. ChristianSoldier was saying that he doesn't understand why, based on the current post about Benaiah's ability negating Confusion after its played, why that wouldn't also mean a CBP enhancement (while not prevented before being played) isn't then immediately negated after its played.

That's my interpretation, at least. :P
« Last Edit: June 18, 2013, 03:07:44 PM by browarod »

Offline ChristianSoldier

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Re: Interrupt the battle
« Reply #12 on: June 18, 2013, 03:13:37 PM »
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First of all I want to say that Negate was simplified to NOT be interrupt + prevent like it used to be. From what I remember that cause too many problems.

Secondly I'm trying to figure out what browarod thinks I was saying, I don't think the interrupt, prevent, negate and their corresponding 'cannot be's are needlessly complicated and I'm having trouble understanding what you think I said based on this:

In any case, regarding Benaiah, you said that negate all prevents any special abilities played after them. You then said that CBP enhancements cannot be stopped by negate alls played before them. ChristianSoldier was saying that he doesn't understand why, based on the current post about Benaiah's ability negating Confusion after its played, why that wouldn't also mean a CBP enhancement (while not prevented before being played) isn't then immediately negated after its played.
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browarod

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Re: Interrupt the battle
« Reply #13 on: June 18, 2013, 03:25:01 PM »
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I dunno. I'll just step out and let you and Prof Underwood chat since I just seem to be muddying the waters. >_<

Offline Prof Underwood

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Re: Interrupt the battle
« Reply #14 on: June 18, 2013, 03:52:22 PM »
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why, based on the current post about Benaiah's ability negating Confusion after its played,
If Confusion is played before Ben enters battle or after Ben enters battle it is negated either way because Confusion is just a regular enhancement (ie. NOT CBP, CBI, or CBN)

why that wouldn't also mean a CBP enhancement (while not prevented before being played) isn't then immediately negated after its played.
If a CBP enhancement is played AFTER Ben enters battle, then it would still work.  This is because although he is preventing all regular enhancements played after he entered battle, that wouldn't stop something that was CBP.

Hopefully we're all on the same page now :)

browarod

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Re: Interrupt the battle
« Reply #15 on: June 18, 2013, 04:14:40 PM »
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Well, I knew all that, I just thought that CS was confused about part of it. But apparently not.

Either way, further explanation never hurts. :P

Offline Josh

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Re: Interrupt the battle
« Reply #16 on: June 18, 2013, 06:38:59 PM »
+1
Hopefully we're all on the same page now :)

Nope, sorry  :)

If a CBP enhancement is played AFTER Ben enters battle, then it would still work.  This is because although he is preventing all regular enhancements played after he entered battle, that wouldn't stop something that was CBP.

You are forgetting that Benaiah is both preventing and negating all cards that enter battle, otherwise Confusion would work, because a prevent wouldn't stop Confusion after it activated.  So a CBP enhancement should be negated after it activates.

-----

Here is how Benaiah would work if we explained "negate all" in terms of "interrupt" and "prevent".  This makes sense to me, both logically and intuitively.  I see no reason why one "negate" ability (the "negate all") should get a special ruling just to make it fit the status quo of how it has always been ruled. 

"Negate all" would have two parts (which is no different than is already being ruled above).  It would have a "negate" ability and a "prevent" ability. 

The "negate" ability would negate all abilities currently in battle by interrupting them, then preventing them.  This would be an instantaneous ability, and therefore could not be interrupted by an "interrupt the battle" ability.  This aligns with all other negates, because they are always instantaneous as well.

The "prevent" ability would prevent all abilities that enter battle later on.  This would be an ongoing ability, and therefore could be interrupted by an "interrupt the battle" ability.  This aligns with all other prevents, because they are always ongoing abilities as well.

-----

It just feels like, to me, the "negate all" ability is getting a special bottom-up ruling to make it fit the status quo, and which doesn't seem to make sense (which I am trying to show with my CBP examples).
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Offline ChristianSoldier

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Re: Interrupt the battle
« Reply #17 on: June 19, 2013, 12:28:38 AM »
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You are forgetting (or don't know) that Negate is not the same as interrupt and prevent. If negates were still Interrupt + Prevent, I'd say your suggestion of how Negate All should work would have some merit, but as Negate is it's own ability separate from Interrupt and Prevent, while it does something similar to the two of them then it works fine the way it is.

Since Negate works differently than an interrupt + prevent, there is no reason to suggest that Negate All has to work like an instant negate and an ongoing prevent. It therefore makes just as much sense for it to work as a single continuous negate ability, and since negate can affect cards both prior to its activation and after it has been played (see negate rules) it makes sense that it would act like a negate in all instances, rather than splitting it for no real reason.
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browarod

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Re: Interrupt the battle
« Reply #18 on: June 19, 2013, 08:36:11 AM »
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That's my mistake, I was assigning thoughts that jmhartz posted to ChristianSoldier incorrectly.

My point aligns with jmhartz's most recent post and I agree with the information there.

You are forgetting (or don't know) that Negate is not the same as interrupt and prevent. If negates were still Interrupt + Prevent, I'd say your suggestion of how Negate All should work would have some merit, but as Negate is it's own ability separate from Interrupt and Prevent, while it does something similar to the two of them then it works fine the way it is.
And this was what I was trying to point out with my comment that negate is "interrupt + negate + more" which is needlessly complicated. What exactly does negate have that interrupt and prevent don't when combined together (especially since older cards that say "interrupt and prevent X" have been ruled to be equivalent to "negate X")? Why does it need to have that "something else", is there something game-breaking about it working as just interrupt + prevent?

Offline Josh

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Re: Interrupt the battle
« Reply #19 on: June 19, 2013, 12:01:49 PM »
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You are forgetting (or don't know) that Negate is not the same as interrupt and prevent.

Ok, I swear there was a ruling thread recently where the elders posted and stated that negate now means "interrupt and prevent".  I think it was within the last year, because the 9 page discussion that I remembered/found via search happened in April 2012.  I haven't been able to find this other thread though.  I'll keep looking.

EDIT:  I can't find it, so maybe I imagined it.  Does anyone else remember this?

Also, regardless of whether negate was defined as interrupt and prevent or not...  I still stand by my prior post as the way for "negate all" abilities to work.
« Last Edit: June 19, 2013, 12:43:38 PM by jmhartz »
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Offline Prof Underwood

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Re: Interrupt the battle
« Reply #20 on: June 19, 2013, 01:17:54 PM »
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You are forgetting that Benaiah is both preventing and negating all cards that enter battle, otherwise Confusion would work, because a prevent wouldn't stop Confusion after it activated.  So a CBP enhancement should be negated after it activates.
The "negate" part of a "negate all" ability ONLY works backwards.  It ONLY "negates" the cards that were in play BEFORE the "negate all" ability activated.  AFTER that point there is ONLY a "prevent" ability.  That is why CBP things still work if they are played AFTER the "negate all" has already activated.

browarod

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Re: Interrupt the battle
« Reply #21 on: June 19, 2013, 01:22:38 PM »
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So if it only negates backwards and only prevents forwards, why would an enhancement played on the tail end of an ITB+Play Next be negated? The negate all (the ongoing prevent aspect of it, at least) would be interrupted by the ITB which would mean that Confusion (in this case) would not be prevented, but since the negate aspect of Benaiah only negates backwards, it can't reach forward to Confusion to negate it.

Unless I'm misinterpreting something... *scratches head*

Offline Prof Underwood

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Re: Interrupt the battle
« Reply #22 on: June 19, 2013, 03:13:00 PM »
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So if it only negates backwards and only prevents forwards, why would an enhancement played on the tail end of an ITB+Play Next be negated?
I think this is due to the limitation on "interrupt".  "Negate" and "prevent" which both completely undo another special ability.  However "interrupt" doesn't.  Rather it only pauses another special ability.

So imagine I play a discard GE on my hero, and your blocker plays an "interrupt, draw 2, play the next enh" card (like 2kh).  The discard is paused while you draw 2 cards, but if you don't have any more cards to play after that which either remove the discard GE or remove my hero from battle, then you will still be discarded.

Similarly imagine I play a "negate all" GE on my hero, and your blocker plays 2kh followed by Confusion.  The preventing of all your enhancements is paused while you draw 2 cards, but if you don't play a card to remove my "negate all" GE or my hero from battle, then your enhancements (like Confusion) are still prevented.

browarod

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Re: Interrupt the battle
« Reply #23 on: June 19, 2013, 03:27:05 PM »
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I guess I'm just confused (no pun intended) on how a special ability that was already played and carried out can be prevented after the fact (like Confusion in this case).

Offline Josh

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Re: Interrupt the battle
« Reply #24 on: June 19, 2013, 03:28:14 PM »
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Similarly imagine I play a "negate all" GE on my hero, and your blocker plays 2kh followed by Confusion.  The preventing of all your enhancements is paused while you draw 2 cards, but if you don't play a card to remove my "negate all" GE or my hero from battle, then your enhancements (like Confusion) are still prevented.

Well that is a somewhat flawed example, for the fact that "interrupt the battle" abilities interrupt the last enhancement played by your opponent, and in my Benaiah example, only Benaiah's ongoing abilities (not his whole ability) were interrupted. 

I can address this example anyways though.  Suppose you needed more numbers after playing your "negate all", so you play a second enhancement for the numbers (ability prevented).  Now I play 2KH, which interrupts all ongoing abilities.  This should only interrupt the ongoing prevent of your "negate all", not the whole thing.  Then, after I play Confusion, the interrupted ability (only the ongoing prevent) kicks back in, which then once again tries to prevent everything that hasn't entered battle yet.  Which my 2KH and Confusion would not be affected by, since they are already in battle.
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