Question 2) If the opponent vampire dodges, can he avoid the
after-math, i.e, tapping and not untapping on his next untap phase?
Sounds a bit weird to me but some people have been arguing on my group
that playing dodge would dodge the effect, although the combat actually
ends.
Thanks in advance.
Falcon
Yes. It will remain true as long as strikes resolve simultaneously.
That is, it will always be true.
> Question 2) If the opponent vampire dodges, can he avoid the
> after-math, i.e, tapping and not untapping on his next untap phase?
Yes. Dodge protects the dodger from the effects of the opposing strike.
Flash Grenade
Type: Equipment
Weapon.
Strike: combat ends. If the opposing minion is a vampire, he or she is
tapped and does not untap as normal on his or her next untap phase. If
the bearer is a vampire and the grenade is used at close range, the
bearer is also tapped and does not untap as normal on his or her next
untap phase. Burn this weapon after use.
Mercy for Seth
Type: Combat
Requires: Necromancy
Cost: 1 blood
[nec] Strike: put this card on the opposing minion. If this minion is a
mortal, he or she is burned. During his or her untap phase, the minion
with this card takes 1 unpreventable damage. The minion with this card
may burn it as a +1 stealth action.
[NEC] As above, and this strike inflicts 1 damage as well.
Now, feel free to correct me if I am wrong (just tell me why), but it
is my understanding that if I play Majesty, Combat ends immediatly and
no part of the opponents strike follows through. Yet with this ruling
the "side effect" of the flash grenade (tapping etc) still applies even
if I S:CE. Does it also follow that if I play Mercy for Seth and my
opponent S:CE, that they still suffer the secondary effects of the
strike, i.e. placing the card on them? Or any other non-damaging strike
that has a "side effect" If this is not the case (as I believe it to
be), why is flash grenade an exception to this rule?
The important bit here is that flash grenade is strike: combat ends,
and mercy of seth is not. order of strike resolution is S:CE, Dodge,
First Strike, and finally regular strikes. Mercy for Seth falls under
the fourth part, and thus would happen way after S:CE. Flash is S:CE so
there is no way of effectively dodging or S:CE'ing it
You are wrong. ;-)
If you "play Majesty", you are in the chose strikes phase of the
combat. The Majesty does not resolve yet. Combat does not end
immediately. For example, the opponent has a chance to play a strike
(if he is reacting) - this may or may not be a Strike: Combat Ends,
too.
Then, Strike Resolution begins.
S:CE resolves before everything else, as per the rules. But if both
players used a S:CE, these two strike resolve simultaneously, as
pointed out by LSJ. All effects from both strikes are applied.
Regards,
Hardy Range
Prince of Bochum, Germany
I'm not sure that's true anymore. Since Dodge now protects against
S:CE, it would be more accurate for play purposes to list it as Dodge,
S:CE, First Strike, Normal Strike.
--
- Gregory Stuart Pettigrew
Dodge doesn't protect against S:CE.
It only protects against the effects of an S:CE strike that would affect
the dodger.
Combat still ends, and anything that doesn't involve the dodger still
happens (like untapping from Majesty).