1/7/2024 0 Comments Orcs must die 3 arcane damageDuring the reaction step, Tyler plays Razor Reflex (blue) (layer 2) and passes priority. Because Snag is in effect, Rift Bind does not gain +X power from its own effect. Both players pass priority again and Rift Bind (layer 1) resolves. Both players pass priority and Snag resolves. Rift Bind currently has not resolved and thus its effect that gives itself +X power has not been resolved yet. Tyler plays Rift Bind (layer 1) targeting Perry. Tyler plays and resolves 3 non-attack action cards. Snag is an instant and can be played whenever you have priority (meaning before any layer resolves on the chain or chain link). The important thing to note here is that this continuous effect comes into play when the Snag layer resolves, and any layer that resolves after Snag will be subject to the continuous effect. The effect also prevents any future attack reaction card effects that would give an attack action card power. ![]() The effect prevents any future attack action card effects that would grant power to themselves. When Snag resolves, it generates a continuous effect. How does Snag work? When do you need to play and what does it affect? As each layer is a single source of arcane damage, Perry would only need a single effect of Arcane Barrier 1 to prevent the damage of each layer by spending resources. Both players pass priority again, layer 3 resolves and Perry takes 1 arcane damage and so on. Both players pass priority, layer 4 resolves and Perry takes 1 arcane damage. All three Runechants trigger (layers 2, 3, 4). Tyler plays an attack action card (layer 1) targeting Perry. When 3 Seeds of Agony have been played and an attack is made that triggers them, each Seeds of Agony effect creates a separate layer on the chain that would deal 1 arcane damage, for a total of 3 layers. Seeds of Agony has an errata to make it a triggered effect. It is a similar situation with Seeds of Agony. Multiple Runechant tokens would produce multiple layers, and each layer would be a separate source of 1 arcane damage. When a Runechant token triggers, it puts a triggered effect layer on the chain. A source is currently vaguely defined as a layer on the chain. How do multiple sources of Arcane Damage interact with Arcane Barrier?Īrcane Barrier X prevents X arcane damage per source. The same principles apply to combat, such as during the reaction step, but instead of an empty chain you are passing on layer 1 (the attack) of the chain link, which is functionally identical. When all players pass priority without playing or activating any cards or abilities, and the chain is empty, the phase/step ends.When all players pass priority without playing or activating any cards or abilities, the top layer of the chain resolves.The active player (the player who has priority) can play or activate cards or abilities (which are put as the top layer of the chain) until they pass priority to the next player.It is worth noting that during the attack, defend and chain link resolution steps of combat, players can only play instants (not reactions). When the attacking hero has priority they may play instants and attack reactions, when the defending hero has priority, they may play or activate instants and defense reactions. Reaction step functions exactly the same as any other time players have priority. How does priority work in the reaction step of combat? Tyler may now play action cards or abilities because they have priority, the chain is empty, and they have an action point. ![]() Layer 1 resolves, and Tyler regains priority. Tyler may now play or activate instant cards or abilities if they want, but they instead pass priority. Perry plays Prismatic Shield at instant speed (layer 1) and passes priority. Tyler has 1 action point, and passes priority on an empty chain. The turn player can continue to play or activate cards or abilities, and can play or activate additional action cards or abilities when the chain is empty. How does passing priority for the active player interact with available action points? When the triggered effect layer is resolved, if Tyler did not prevent any arcane damage then Tyler would take 1 arcane damage and lose the game. If Perry were able to find a way to live, then during the chain link resolution step the Merciful Retribution triggered effect would be put onto the chain. During damage calculation, Spectral Shield prevents 1 damage, and Perry takes 3 damage and loses the game. Tyler plays Snatch (red), Perry does not defend. ![]() Perry controls Merciful Retribution and 1 Spectral Shield token. Here’s an example: Both Tyler and Perry are on 1 life. How does timing work between damage calculation and chain link resolution? Particularly the interaction between Merciful Retribution and Spectral Shield when an attack is threatening to deal lethal damage.
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