Author Topic: Regarding interrupting negation (Re-Opened: Elders, is this now ruled?)  (Read 17979 times)

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #100 on: February 26, 2012, 06:00:34 PM »
0
How does that go against what I said?
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Korunks

  • Tournament Host
  • Trade Count: (+11)
  • *****
  • Posts: 2271
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #101 on: February 26, 2012, 08:32:35 PM »
0
Not so. If you have Horses on Otho and use his SA upon blocking, you do not get to use Horses. The difference is that Warrior's Spear and a Hero for it to activate on are still in play, while Otho and Horses are both Discarded by the time Horses would activate.


Let me think of another scenario:

I blockKing Saul(for simplicity) with the Pale Green Panic Demon, I play 2k horses than Death of Unrighteous do I get to place the demon?
In AMERICA!!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #102 on: February 26, 2012, 08:37:14 PM »
0
In this case, it would work if you want, since you don't have to interrupt the battle with 2kH. If you did have to interrupt the battle, for instance if Abigail was in battle and would protect the LS's from DoU otherwise, then you would interrupt the triggered ability of Panic Demon and he wouldn't be placed.
Press 1 for more options.

Offline lp670sv

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1652
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #103 on: February 28, 2012, 05:23:14 PM »
+1
oh hi page 3, this ruling thread seems to be particularly controversial

Offline SomeKittens

  • Tournament Host
  • Trade Count: (+10)
  • *****
  • Posts: 8102
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #104 on: February 28, 2012, 09:10:13 PM »
0
oh hi page 3, this ruling thread seems to be particularly controversial
My thoughts exactly.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
Code: [Select]
postcount.add(1);

Offline SirNobody

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3113
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #105 on: March 08, 2012, 04:09:20 PM »
0
Hey,

First, I only skimmed the last 4 pages of this thread so if I'm repeating something, I apologize.

Second, Hunger is (or should be) ongoing.  It has a duration ("for remainder of turn") and an instant ability can't have a duration.  So in the original example Joseph in Prison would interrupt hunger, remove it from the game, and stop it from happening.

As far as the issue of reactivating abilities, there's a reason it's in the interrupt entry of the REG and not anywhere else.  Because you only reactive abilities after they've been interrupted.  If an ability is negated and the negate is negated you do not have to reactivate the original ability.  When you negate something you undo it, you revert the state of the game to where it was/would have been if the negated ability never happened.  So when the ability you are negating is a negate, undoing it means putting the game back in a state where the ability it negated is being carried out.  (Interrupt is basically a temporary negate, which becomes a permanent negate if the thing interrupted can't reactivate when the time comes.)

Using the original example, replacing Hunger with Net (targeting a character in a territory), Net happens and leaves the game in a state with a captured character.  The first negate happens and leaves the game in a state with no captured character.  Joseph in Prison then interrupts (temporarily negates) the first negate which puts the game back in the state before the first negate happened, which means the character goes back to being captured.  Joseph in Prison then goes on to remove cards in battle from the game.

If you want to say that an ability has to reactivate after it has been negated, then effectively that reactivation is part of "undoing" the ability that negated the original ability.

I realize this may not entirely jive with what Prof A said, so we may have to work this out a little between the elders, but what I said above is what the REG is trying to say.

Tschow,

Tim "Sir Nobody" Maly

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #106 on: March 08, 2012, 07:52:53 PM »
+2
Dear Sir,

I understand the logic of what you are saying completely (see pages 1-6 of this thread), but the rules from the Reg have proved that logic wrong.  From the "How to Play" section of Interrupt:

Quote
Reactivating Abilities

After an interrupt ability completes, the suspended abilities that were interrupted attempt to reactivate.  They attempt to reactive in the same order they were originally activated.  In order to reactivate the suspended abilities, the following conditions must be met:

    the card on which the ability exists must still be in battle

    if the ability is on an enhancement there must still be a character in battle on which it can activate

    the ability was not prevented while it was interrupted

    the targets of the ability are still legal targets

If all conditions for reactivation are met and the ability targets all of something, the targets for the ability are updated. Any new possible targets that are available when the ability is ready to reactivate are added as targets.  The ability then reactivates.

An interrupt ability is instantaneous.  Interrupt abilities target the abilities that they interrupt.  An interrupt ability is an interrupt effect.

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

Joseph in Prison then interrupts (temporarily negates) the first negate which puts the game back in the state before the first negate happened, which means the character goes back to being captured.  Joseph in Prison then goes on to remove cards in battle from the game.

Unfortunately, as per the reasoning and rules above, this is not the case, especially the last part (emphasis mine).  The wording is "After an interrupt ability completes..."  JiP finishes itself out.  Then, as per the REG, the other abilities try to activate.  First, they are no longer in battle (not even in play).  Second, there is no character to play them on.

Again, I know exactly that reasoning, and I also think it should end up that way.  However, the rules clearly state that I am wrong and I own up to my mistakes, hence my lengthy response here :)

Offline cookie monster

  • Trade Count: (+1)
  • Sr. Member
  • ****
  • Posts: 560
  • cookies! Nom Nom Nom
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #107 on: March 09, 2012, 11:00:46 AM »
0
Dear Sir,

I understand the logic of what you are saying completely (see pages 1-6 of this thread), but the rules from the Reg have proved that logic wrong.  From the "How to Play" section of Interrupt:

Quote
Reactivating Abilities

After an interrupt ability completes, the suspended abilities that were interrupted attempt to reactivate.  They attempt to reactive in the same order they were originally activated.  In order to reactivate the suspended abilities, the following conditions must be met:

    the card on which the ability exists must still be in battle

    if the ability is on an enhancement there must still be a character in battle on which it can activate

    the ability was not prevented while it was interrupted

    the targets of the ability are still legal targets

If all conditions for reactivation are met and the ability targets all of something, the targets for the ability are updated. Any new possible targets that are available when the ability is ready to reactivate are added as targets.  The ability then reactivates.

An interrupt ability is instantaneous.  Interrupt abilities target the abilities that they interrupt.  An interrupt ability is an interrupt effect.

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

Joseph in Prison then interrupts (temporarily negates) the first negate which puts the game back in the state before the first negate happened, which means the character goes back to being captured.  Joseph in Prison then goes on to remove cards in battle from the game.

Unfortunately, as per the reasoning and rules above, this is not the case, especially the last part (emphasis mine).  The wording is "After an interrupt ability completes..."  JiP finishes itself out.  Then, as per the REG, the other abilities try to activate.  First, they are no longer in battle (not even in play).  Second, there is no character to play them on.

Again, I know exactly that reasoning, and I also think it should end up that way.  However, the rules clearly state that I am wrong and I own up to my mistakes, hence my lengthy response here :)

 +1 This guy's good :o
Yo dog, sup in da hood! Cookie monsta is in da house.

Offline Korunks

  • Tournament Host
  • Trade Count: (+11)
  • *****
  • Posts: 2271
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #108 on: March 09, 2012, 11:20:33 AM »
0
Dear Sir,

I understand the logic of what you are saying completely (see pages 1-6 of this thread), but the rules from the Reg have proved that logic wrong.  From the "How to Play" section of Interrupt:

Quote
Reactivating Abilities

After an interrupt ability completes, the suspended abilities that were interrupted attempt to reactivate.  They attempt to reactive in the same order they were originally activated.  In order to reactivate the suspended abilities, the following conditions must be met:

    the card on which the ability exists must still be in battle

    if the ability is on an enhancement there must still be a character in battle on which it can activate

    the ability was not prevented while it was interrupted

    the targets of the ability are still legal targets

If all conditions for reactivation are met and the ability targets all of something, the targets for the ability are updated. Any new possible targets that are available when the ability is ready to reactivate are added as targets.  The ability then reactivates.

An interrupt ability is instantaneous.  Interrupt abilities target the abilities that they interrupt.  An interrupt ability is an interrupt effect.

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

Joseph in Prison then interrupts (temporarily negates) the first negate which puts the game back in the state before the first negate happened, which means the character goes back to being captured.  Joseph in Prison then goes on to remove cards in battle from the game.

Unfortunately, as per the reasoning and rules above, this is not the case, especially the last part (emphasis mine).  The wording is "After an interrupt ability completes..."  JiP finishes itself out.  Then, as per the REG, the other abilities try to activate.  First, they are no longer in battle (not even in play).  Second, there is no character to play them on.

Again, I know exactly that reasoning, and I also think it should end up that way.  However, the rules clearly state that I am wrong and I own up to my mistakes, hence my lengthy response here :)

 +1 This guy's good :o

He is indeed.
In AMERICA!!

Offline SirNobody

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3113
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #109 on: March 09, 2012, 06:25:53 PM »
0
Hey,

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

You seem to be missing one point.  Being negated and then being un-negated is not the same as being interrupted and then reactivating.

In my example, Net is never interrupted.  It is negated, and then the negate that negated it is interrupted.  But Net is never interrupted.

Tschow,

Tim "Sir Nobody" Maly

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #110 on: March 09, 2012, 06:43:09 PM »
0
Hey,

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

You seem to be missing one point.  Being negated and then being un-negated is not the same as being interrupted and then reactivating.

In my example, Net is never interrupted.  It is negated, and then the negate that negated it is interrupted.  But Net is never interrupted.

Tschow,

Tim "Sir Nobody" Maly

Exactly what I argued in pages 1-6 of this thread.  How, I asked, could you have it not activated, since it was never negated in the first place?  Unfortunately, everyone else pointed out the logic behind the other side...and had the REG to back them up :D  Back to the important part of the rule:

Quote
After an interrupt ability completes, the suspended abilities that were interrupted attempt to reactivate.  They attempt to reactive in the same order they were originally activated.

The first part (italicized) explains that everything is in a suspended state during the process of interruption, until all of the abilities of the interrupts complete.  In the example you gave (using Net again because, as you pointed out, Hunger is technically ongoing), the good negate card negated (while interrupting) Net.

Now, JiP comes along and interrupts the negate.  The problem comes in the second part (underlined): both Net and the negate are in suspension.  Net was not allowed to reactivate from suspension after the negate (as the rules state that if it was prevented [negated in this case] while interrupted, it cannot reactivate).  Thus, while the negate is being suspended, it is also being suspended.

Then after JiP resolves completely, all cards suspended (Net and the negate) attempt to activate in the same order as they were originally activated.  Unfortunately, they are no longer in play, nor are the characters they were played on.  By the very definition of interrupt, they both are removed from the game and never activated in the first place.

Again...the logic is VERY sound, hence why I debated that side for so long and demanded to see a rule.  I have the rule now, and I have to follow it, even if it means I was wrong :)

Offline cookie monster

  • Trade Count: (+1)
  • Sr. Member
  • ****
  • Posts: 560
  • cookies! Nom Nom Nom
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #111 on: March 10, 2012, 12:36:18 PM »
0
Hey,

Unless the REG is dead wrong, no ability that is interrupted just 'goes back' to a state of being active.  It must reactivate.

You seem to be missing one point.  Being negated and then being un-negated is not the same as being interrupted and then reactivating.

In my example, Net is never interrupted.  It is negated, and then the negate that negated it is interrupted.  But Net is never interrupted.

Tschow,

Tim "Sir Nobody" Maly

Exactly what I argued in pages 1-6 of this thread.  How, I asked, could you have it not activated, since it was never negated in the first place?  Unfortunately, everyone else pointed out the logic behind the other side...and had the REG to back them up :D  Back to the important part of the rule:

Quote
After an interrupt ability completes, the suspended abilities that were interrupted attempt to reactivate.  They attempt to reactive in the same order they were originally activated.

The first part (italicized) explains that everything is in a suspended state during the process of interruption, until all of the abilities of the interrupts complete.  In the example you gave (using Net again because, as you pointed out, Hunger is technically ongoing), the good negate card negated (while interrupting) Net.

Now, JiP comes along and interrupts the negate.  The problem comes in the second part (underlined): both Net and the negate are in suspension.  Net was not allowed to reactivate from suspension after the negate (as the rules state that if it was prevented [negated in this case] while interrupted, it cannot reactivate).  Thus, while the negate is being suspended, it is also being suspended.

Then after JiP resolves completely, all cards suspended (Net and the negate) attempt to activate in the same order as they were originally activated.  Unfortunately, they are no longer in play, nor are the characters they were played on.  By the very definition of interrupt, they both are removed from the game and never activated in the first place.

Again...the logic is VERY sound, hence why I debated that side for so long and demanded to see a rule.  I have the rule now, and I have to follow it, even if it means I was wrong :)

This guy could almost be an elder. :D
Yo dog, sup in da hood! Cookie monsta is in da house.

Offline SirNobody

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 3113
    • -
    • North Central Region
Re: Regarding interrupting negation
« Reply #112 on: March 15, 2012, 12:14:24 AM »
0
Hey,

The first part (italicized) explains that everything is in a suspended state during the process of interruption, until all of the abilities of the interrupts complete.  In the example you gave , the good negate card negated (while interrupting) Net.

A good negate card like Sign of the Rainbow would only negate net, it doesn't interrupt it.  Interrupt is not an inherent subset of negate.  So at that point Net is negated (undone) it is not interrupted.

Quote
Now, JiP comes along and interrupts the negate.  The problem comes in the second part (underlined): both Net and the negate are in suspension.  Net was not allowed to reactivate from suspension after the negate (as the rules state that if it was prevented [negated in this case] while interrupted, it cannot reactivate).  Thus, while the negate is being suspended, it is also being suspended.

Only abilities that are interrupted are in a suspended state.  Net is never interrupted, so Net is not suspended.

Tschow,

Tim "Sir Nobody" Maly

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #113 on: March 15, 2012, 07:22:37 PM »
0
Dear Sir,

Why would you do this right when I had given up on my side  :-[

Alright, I just read the rules on interrupts and the rules on negates as posted in the REG.  Sir is correct in that negates never leave suspended abilities, per the rules, only interrupt does that.  My interpretation of the rules has always been that negates have an inherent interrupt in them, but the straight-reading of the rules does not have anything about that.  Rather, it says about interrupt abilities:

Quote
An interrupt ability temporarily undoes a previously completed ability or set of abilities and suspends them while activating other abilities on the interrupt card before the suspended abilities reactivate.

and negate abilities:

Quote
A negate ability takes a previously completed ability and undoes the effect of that ability.

The clarifications are no more detailed than that in the end.  By my reading of this, Sir is indeed correct.  Plotting this out, and based SOLELY on the REG rules, not the logic I tried to use:

1. If a negate negates a card, it undoes it.
2. If a negate is interrupted, the 'undoing' is suspended.
3. If the 'undoing is suspended, the ability was never undone, and happened unless the negate reactivates (as it is pending)
4. If the negate cannot activate (as in the JiP scenario), then the card was never undone nor suspended.
5. The original ability occurs (occurred).

Please help me, with explanations from the REG, if this is incorrect.  As I have shown, I am able to argue either side, but I will do so within the rules and I think that Sir's points are very valid as well.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #114 on: March 15, 2012, 08:09:16 PM »
0
The problem is that the REG uses the exact same terminology for what Negates and Interrupts actually do. Negates undo something, interrupts temporarily undo something, but they both undo it. There is no evidence in the REG to support what Malay is saying. It's either/or, and we've been playing it this way long enough for there to need to be legitimate reason to change it.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #115 on: March 15, 2012, 08:23:32 PM »
0
Actually, the wording in the REG does not use the same terminology.

A negate ability undoes something.  An interrupt undoes something and suspends it to reactivate.  They must specifically reactivate for interrupt, where they do not have to with negate.

With an elder in disagreement, and the REG offering nothing up to support that interpretation (that negates are also interrupts), I really think that we need to discuss this.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #116 on: March 15, 2012, 08:33:15 PM »
0
Quote
An interrupt ability temporarily undoes
Quote
A negate ability takes a previously completed ability and undoes
Show me the difference. Both undo an ability.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #117 on: March 15, 2012, 08:37:45 PM »
0
You didn't finish the quotes.  Let me:

Quote
An interrupt ability temporarily undoes a previously completed ability or set of abilities and suspends them while activating other abilities on the interrupt card before the suspended abilities reactivate.

Quote
A negate ability takes a previously completed ability and undoes the effect of that ability.

The difference is bolded and underlined.

The fact is that interrupts suspend the abilities that they target after undoing, and the abilities reactivate (if able) once all abilities on the interrupt resolve.

The fact is that negate does not suspend the abilities that they target after undoing.

In actuality, if a negate is undone by an interrupt and never reactivates, whatever it undid was already and always active.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #118 on: March 15, 2012, 08:47:04 PM »
0
Tell me how that difference should make any difference in a negate chain ending with JiP.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #119 on: March 15, 2012, 08:52:16 PM »
0
Tell me how that difference should make any difference in a negate chain ending with JiP.

If negate does not suspend, then when it is interrupted (undone), the card it undid was never undone.  It is done, and always has been done.

By the REG and the rules I quoted, interrupting a negate means anything the negate undid happened, and does not need to reactivate because they were already active and not suspended.

If you disagree, please explain in the context of the rules presented, instead of how we've always done it.  Especially with an elder on the other side, I think this is a very important conversation.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #120 on: March 15, 2012, 09:14:11 PM »
0
I still don't see how you can make that distinction. Both cards undo, but interrupt just also suspends. If negate does not suspend, then when it is interrupted (undone), the card it undid was never undone, sure, but then that would have to be true of an Interrupt as well. Why is it not?
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #121 on: March 15, 2012, 09:20:48 PM »
0
The distinction is that interrupt specifically states what happens to the cards it interrupts, in that they are suspended until all interrupt abilities complete.  Then they attempt to reactivate.

Cards that are negated do not have to reactivate when the card negating them is interrupted.  They were never undone in the first place, and they are not suspended in the same way waiting for the completion of abilities.

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Regarding interrupting negation
« Reply #122 on: March 15, 2012, 11:00:31 PM »
0
How is interrupting undoing and suspension different from interrupting undoing? They're both being suspended, i.e. not happening.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Redoubter

  • Trade Count: (+3)
  • Hero Member
  • *****
  • Posts: 4910
    • -
    • Northeast Region
Re: Regarding interrupting negation
« Reply #123 on: March 15, 2012, 11:15:45 PM »
0
How is interrupting undoing and suspension different from interrupting undoing? They're both being suspended, i.e. not happening.

No, you are missing the point.  NEGATE does NOT suspend.  INTERRUPT does.

There is a difference in the abilities.

By the rules, if you interrupt a negate, nothing the negate undid is suspended, and does not need to reactivate, it is already active.  The negate is suspended by the interrupt and must reactivate per the interrupt rules to undo the card it negates again.

Offline Wings of Music

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 1002
  • ~Matthew 5:8~
    • -
    • Southwest Region
Re: Regarding interrupting negation
« Reply #124 on: March 16, 2012, 09:13:35 PM »
+1
Hey guys, remember that negate was made as a combination of interrupt and prevent.  So Negate interrupts (suspends) an action but then prevents the ability before it can reactivate.   :2cents:

...ellipses...

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal