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Messages - dilbert505

Pages: [1] 2 3 ... 79
1
Making Your Escape, which many people pack (and rightfully so) kills Redemption dead, BTW.

The majority of decks I’ve seen lately have 80-100% of permanent prematch cards. That means they have to resort to burning 4 to Blank the cards on MYE and that’s borderline OSWM Tb territory. I’ve been building decks lately to test your theory to see if MYE really does kill cards dead.

Combined with Politics (which many have to remove prematch cards to steal as well) and the Los G specifics, this deck should still be fine with Redemption.

Redemption isn't part of the ACE.

Making Your Escape
Pre-match Event
Your opponent's effects cannot prevent you from playing this card. Can be played from Ringside.
Any player's First of All and Hell in a Cell Match are blank until the start of their first turn. When Redemption is in your Ring, it is blank.
ACE: Once during each of your turns, you may either overturn 4 cards or remove 1 Pre-match card in your Ring from the game, and then you are not affected by his Hell In A Cell Match, There Is No Escape, or First of All until the start of your next turn, and he is considered to have not played a Volley card on his last turn. This effect cannot be reversed.
F: 0     D: 0     Unique     Permanent     RMS logo

2
Rules Forum / Re: Conffusing french phenom
« on: June 11, 2019, 07:43:55 AM »
The key phrase here is "Any other cards."

Let's say it's your first turn, and there's nothing under Phenom. You ACE it, and put the Shoot Lock-Up in your hand underneath it. There's no "other card" under Phenom, only the Shoot Lock-Up you just tucked, so nothing moves to your hand. Your opponent could choose to play Don't Try This At Home to reverse the ACE and end your turn, but your card would still go under Phenom, since that's the cost, and you would not discard or remove Phenom from your Ring, since it's permanent and says you don't discard. You now have a D:3+ card under Phenom, so your Fortitude Rating is +3.

On your next turn, you decide you want that Shoot Lock-Up in your hand instead. You choose to put the top card of your Arsenal under Phenom. It's Once is Enough. Shoot Lock-Up is the "other card" under Phenom, so if your opponent does not reverse the ACE, you would pick up Shoot Lock-Up, Once is Enough would stay under Phenom, and you would lose 3F since the card under Phenom isn't D:3+. If your opponent does reverse the ACE, Once is Enough would stay under Phenom since that's the cost, Shoot Lock-Up would stay under Phenom since you do not get the effect, and you would keep your 3F since the Shoot Lock-Up is still under there.

Turn 3, you want Shoot Lock-Up and Once is Enough back. You choose to put the top card of your Arsenal under Phenom. It's Cold-Cocked. Shoot Lock-Up and Once is Enough are the "other cards" under Phenom, so if your opponent does not reverse the ACE, you would pick up Shoot Lock-Up and Once is Enough, Cold-Cocked would remain under Phenom, and since Cold-Cocked is D:3+, you would keep your 3F. (Again, if the ACE is reversed, all the cards thus far would stay under Phenom.)

Eventually, the ACE will not be reversed, and the only card remaining under Phenom when this occurs is the card used to pay the cost.

3
Raw Deal Online / Re: LackeyCCG Errors/Updates
« on: May 17, 2019, 02:53:05 PM »
Shawn Michaels, GRA spells his last name "Micheals" throughout.

4
First Idea: ECW/Foreign Object

a. Obviously this is the standard Rhyno build. Foreign Objects (with House That Hardcore Built) are still very powerful. I typically go with a face build for my FO decks, primarily for...

Quote
Everything and the Kitchen Sink
Strike: Foreign Object: Face
When played, choose up to 2 Foreign Object maneuvers in your Ringside pile not titled Everything and the Kitchen Sink. Those maneuvers are considered played from your hand and are played in the order of your choice after this card. Resolve each card's effects and damage before the next card is considered played. After all of these cards have been played, if any have been reversed, your turn ends.
SV: 1
F: 14       D: 6

This is a great card, and especially for Rhyno with Extreme Warefare. If they can only reverse the Sink from Arsenal, then all of the maneuvers played with it will be successful.

Always great to see another one of these. I did want to point out one thing, though: Kitchen Sink does not make the additional maneuvers successful if it is successful.

Quote from: OmniFAQ
Everything and the Kitchen Sink
-The maneuvers taken from the Ringside pile must still meet the requirements for legal play.  EXAMPLE:  If the Dudley Boyz had a Reverse 180-Degree Chair Shot in their Ringside pile, they could not combine it with Kitchen Sink due to the ‘Can only be played’ clause on 180.
-The maneuvers taken from the Ringside pile must also meet Fortitude requirements.  EXAMPLE:  If Rob Van Dam had 0 Fortitude, he could use his ability to reduce the cost of Kitchen Sink, but he would still have to have the required Fortitude to play the other foreign objects in the Ringside pile - he could not use a Chair Shot with Kitchen Sink because he has no Fortitude.
-It does not matter from what area the cards are reversed, it will still end the turn if one (or more) of the maneuvers is reversed.
-Big Poppa Pump (and the Freakzilla Enforcer) cannot take 2 maneuvers with Kitchen Sink, as the ability limits to two maneuvers played each turn.
-If played by Kurt Angle or The Dudley Boyz, Kitchen Sink could be used with 2 Brass ‘Nuks’ Shot cards, unless there is already Brass in the Ring area.
-The Rattlesnake or Hell in a Cell Match will not prevent the other Foreign Objects from being played, since they are considered as ‘played from hand.’
-If any of the cards are reversed, they will go to the Ringside pile as normal.

Still a great way to drain reversals from your opponent, and hey, 6F is 6F.

5
Rules Forum / Re: Several Funkin' Questions
« on: April 30, 2019, 06:47:31 AM »
There is no way for Funk's ability to interact with Panic maneuvers.

For Funk's ability to trigger, your first card played must be a maneuver with "classic" in the title, which no Panic has, and no Panic is a Foreign Object without 'reversed' in the text played from hand, so it cannot be paired with a Classic for Funk's ability.

6
Deck Reviews - Virtual / Re: Prime Time Players
« on: April 17, 2019, 10:30:19 PM »
Cannot respond means he cant play restricted to the cards pronted on Mean Gene

You can, however, play Restricted Use to the maneuver played after Turn Up the Heat, which strips the protection TUtH applies. Only, you can't, because AW is busted to crap.

7
You know, until I read through this (quite awesome) analysis of Macho's stuff, I hadn't noticed one of his recovery cards is insane.

Quote
All Hail The Macho King!
Mid-match Action + Action
You may play this card from Ringside.
Put up to 5 cards from your hand on the bottom of your Arsenal, put up to the same number of cards from your Ringside on the bottom of your Arsenal, and then put up to the same number of cards removed from the game on the bottom of your Arsenal.
When Living the Good Life is in your Ringside, you may put it into your Backlash.
F: 10     D: 0     Unique     Multi
V1

A good solid card. Gives you a bit of recovery from both ringside and RFG. I only with it didn't hurt your hand so much. But being able to play it from ringside is a good bonus, and a good way to spam it until it hits.

Macho King doesn't hurt your hand at all.

Quote
Madness Lives Forever
Backstage Card
Cannot be packed when packing Corners.
Replace 'from your hand' with 'from your hand or Ringside' on your Superstar-specific actions.
During your turn, you can play your Superstar-specific cards from Ringside; when you do, remove 2 random cards in your Ringside from the game.
Unique     RMS logo
V7

Macho King recovers 10 cards from Ringside and 5 RFG.

8
Rules Forum / Re: Goldust Question
« on: April 10, 2019, 12:56:11 PM »

9
Rules Forum / Re: Submission Wrestling Specialist Replacement Effect
« on: March 07, 2019, 03:20:33 PM »
And with that, my dream of Blindside Daniel Bryan suddenly becomes much more terrible. Thanks a ton, guys.  :'(

Obvious joke aside, thanks for the clarification. Now I can get my deck built without wondering what will and won't work with the card.

10
Rules Forum / Submission Wrestling Specialist Replacement Effect
« on: March 05, 2019, 04:14:53 PM »
Submission Wrestling Specialist
Pre-match Event
Cannot be blanked.
At the end of the Pre-match phase, search your Arsenal for 1 non-Unique Submission without 'reverse' in the text, reveal it, put it in your hand, and shuffle.
When you would play a printed F: 0 Submission for Panic Grab, you may play a non-unique printed F: 0 maneuver instead, but you cannot put I Have 'til FIVE! into your Ring this turn.
F: 0     D: 0     Unique     Permanent

Panic Grab
Mid-Match Submission

Can only be played when your Fortitude Rating is less than your opponent’s Fortitude Rating. Can only be played with a printed F:0 Submission maneuver of printed 4D or less from your hand. He cannot play the card titled Over Sell Maneuver immediately after you play these cards.
Unless both maneuvers are reversed when played, both are considered successfully played and both go into your Ring area. Unless both cards are reversed, your turn continues.

¶ (Restricted Modification Symbol)
F: 0      D: 3

----

How much replacing does the replacement effect on SWS do? There are three possible ways I can see to read this card, and I'm not positive I can tell which one is correct.

1) You may replace "a printed F:0 Submission" with "a non-unique printed F:0 maneuver." The non-unique must be 4D-, and played from hand. - If the replacement effect is only able to replace the specific part reiterated on SWS, this would be the correct answer.

2) You may replace "a printed F:0 Submission of printed 4D-" with "a non-unique printed F:0 maneuver." The non unique must be played from hand. - If the replacement effect can replace the card referenced, and all of the criteria inherent to the card, but not other play restrictions, this would be the correct answer.

3) You may replace "a printed F:0 Submission of printed 4D- played from your hand" with "a non-unique printed F:0 maneuver." The non-unique may be played from any zone. - If the replacement effect replaces every characteristic of the card specified on Panic Grab with the criteria listed on SWS, this would be the correct answer.

Which is the appropriate reading? I'm hoping it's 3, but 1 seems equally plausible to me. (2 seems possible, but not as likely as the other two; I suspect it's either "replace everything" or "replace just this specific thing.")

11
I'm going to keep arguing in favor of a Jim Cornette superstar until it happens, even if I have to release it by myself as a standalone in the last days before the heat death of the universe.

That aside, a lot of these ideas are no-brainers to be added to the game at some point or another. I don't know if this is the exact order that makes the most sense, but the vast majority are great picks. I might argue that NXT superstars who have graduated to the main roster will take precedence over those that have not yet, and certain of these superstars, like DIY, might simply get referenced through multi-logoed cards or a promo superstar rather than as full superstars in their own right, but there are a lot of great possibilities for future sets.

(Now, if I were putting together a 10-deck set, the top priorities would be Ciampa, Gargano, Ricochet, Roode, Black, Revival, Ronda Rousey, Nia Jax, Ruby Riott, and the Riott Squad, but we'll see what pans out once V9B comes out and new superstar design heats up again.)

12
Lackey Tournaments / Re: Lackey tournament #14 .... Take two???
« on: February 22, 2019, 11:15:16 AM »
I'm up for Round Robin. That way, if we get people who want to play Mojo, Emma, or the Vaudevillains, they could conceivably jump in at any time. I'd like to see every deck represented if possible.

13
Lackey Tournaments / Re: Lackey tournament #14 .... Take two???
« on: February 14, 2019, 11:06:26 AM »
I'll hop in on this one. American Alpha for me.

Let's keep it to V9 only, until all the V9 people are taken; after that, maybe open it up to the rest.

14
An update:

Bunny Stasis is only $139 away from meeting its goal. There’s four days left. If you can, please help get it fully funded and over the line. Irv Diaz is seriously an awesome guy and I want to see him make it.

Further update: $17 shy.

15
Virtual Raw Deal / Re: #MMMGorgeous
« on: February 04, 2019, 11:51:01 AM »
They function the same way on Buying Myself Some Time itself, but “ignore ‘X’” specifically means “ignore ‘X’”. It does not mean “ignore ‘x’; the text must be exact for that phrase to be ignored.

16
Fantasy Cards / Re: Pete Dunne
« on: January 31, 2019, 06:41:41 PM »
I really like the setup you have here, Hogtrail. One suggestion to save some space: if you replace "Suplex" with "plex" on Joint Manipulation, you can drop the "considered to have suplex in the title" line from X-Plex without changing anything else about the card, since there are no non-Tazz maneuvers that have "plex" in the title that aren't suplexes.

SuperPLEX? That card don't need no help sir......

Hrm. Must have glazed over when I read the list. OK, what Creed said.

17
Fantasy Cards / Re: Pete Dunne
« on: January 31, 2019, 12:33:34 PM »
Joint Manipulation should also have RVD's logo.

I'm kidding, great cards sir.

RVD and Sabu can get Joint Manipulation TB.

This OG version, though, would be a great card to stick a Marty Scurll logo on.

I really like the setup you have here, Hogtrail. One suggestion to save some space: if you replace "Suplex" with "plex" on Joint Manipulation, you can drop the "considered to have suplex in the title" line from X-Plex without changing anything else about the card, since there are no non-Tazz maneuvers that have "plex" in the title that aren't suplexes.

18
Virtual Raw Deal / Re: New to Raw Deal. Asuka Superstar Question
« on: January 26, 2019, 06:08:25 PM »
Thanks. Also, I just realize Charlotte Flair has multi unique moves....but I thought female wrestlers cant pack them?

There is a game rule that states that a card with a Superstar logo can be packed and played by a Superstar that can legally pack it, regardless of restrictions. Lita's DDT, for example, can be played by Lita even though it is a D:6 (IIRC) Grapple, and her ability forbids her from packing Grapples of 4D+. This is how Charlotte's Multi maneuvers override that game rule.

The exceptions to this game rule are cards that specifically name the superstar who can pack it (for example, Corporate Kane explicitly states it can only be packed by Kane; this forbids Big Freak'n Machine from packing it, despite the Kane logo ) or cards that say they cannot be packed with other superstar specific cards (for example, The Dead Man's Motorcycle, a Dead Man Inc. card, specifically says it cannot be packed when packing The Urn or Managed by Paul Bearer.)

19
Virtual Raw Deal / Re: New to Raw Deal. Asuka Superstar Question
« on: January 25, 2019, 04:02:24 PM »
I'm probably not the best person to ask about Asuka, but I can give you a few pointers for others to elaborate on.

First, it is a game rule that female superstars cannot pack Multi maneuvers. They may pack Multi Actions, but maneuvers are a no go, unless their ability says otherwise. In Asuka's case, she has a specific exemption that allows her to pack Multi maneuvers that are Unique. She wouldn't be permitted to pack Flying Takedown, which is not Unique, but she could pack Let Me Get a Shot In, which is.

Second, Promo:# is a keyword that means  "Look at the top # cards of your Arsenal. Put 1 of those cards into your hand and the rest into your Ringside." As a result, when you successfully play a card printed on Asuka's Aggression, in addition to any effects that might be printed on the card, you put 1 of the top 2 cards of your Arsenal into your hand and the other goes to Ringside.

As far as tricks for her, Asuka can do a couple things very well. First, she is a good Back to Basics deck, since every time her cards are not successful, her opponent loses 1 card in his hand and replaces it with the top card of his Arsenal. This can be very disruptive to an opponent with a small hand size. Note that Asuka, built with this card, cannot pack Nobody is Ready for Asuka or Asuka's Furisode and Mask; this is the tradeoff for the ready access you'll have to all the B2B maneuvers.

Second, Asuka can rely on the cards printed on Asuka's Aggression. You can pack a selection of those cards (I do not recommend packing 3 copies of all of them, since that would take up too much space in your Arsenal, but you can pick the ones you like best), all of them play at F:0, you get the Promo bonus we just talked about, and not only do you get the benefit of Asuka's ability, but you also get the effect on Nobody is Ready for Asuka if they reverse your first maneuver. This will help whittle down your opponent's hand size. You also have the option of searching out cards printed on Asuka's Aggression, using the ACE on Asuka's Furisode and Mask, so you're guaranteed to have a maneuver to throw every turn if you are behind in Fortitude.

Third, you can lean into the option to pack Unique Multi maneuvers. Note that you still cannot pack Unique Multis like Sucker Punch, as the original version is Heat, and the Throwback version is Volley, and Asuka's ability forbids that, but you would still get to pack maneuvers like Whirlwind Kick, Chain Lashing TB, and Spinning Wrist Lock Hammerlock Headlock Takedown Armbar of Doom, which do not have the forbidden traits and key words on the card. These maneuvers can be a bit harder to reverse, and give Asuka a good way to bridge from her lower-end maneuvers into her more impactful Superstar-Specific maneuvers.

Hopefully, this will give you some ideas, and others may be able to come along and help flesh out what I've given you here.

--------

And I just saw your second post.

The Backstage Area is a zone in which you pack Superstar cards, Enforcer cards, Backstage cards, and any cards that your Superstar-Specific cards give you explicit permission to pack there.

Most Backstage cards are Unique, and you will only pack one copy of each (unless you are Test, whose ability overrides this). Some, like Chris Jericho's World Tour '05, say otherwise, and you follow the pack restriction on that card. Unless a card specifically tells you that it limits the number of cards you may pack in the Backstage Area, you may pack 1 of any card you are legally allowed to pack in that zone.

Note that there are specific limitations here: Legendary Defense specifies that it may only be packed by a Legend. Enforcers may only be packed by superstars that may reveal them. PRO cards may only be packed by superstars with a Rookie Superstar Ability. Feminine Wiles may only be packed by a Diva, Mae Young, or the Fabulous Moolah. You'll see a few other restrictions, but they all work like one of these.

One thing to note: you may reveal as many, or as few, cards as you wish from your Backstage. You are not obligated to reveal every card you pack there, but it is rare that you will not want to.

20
Rules Forum / Re: Snap DDT.
« on: January 12, 2019, 12:52:08 AM »
Timing Breakdown time.

Quote
1 Play the card.  Until the card is moved to another area, it is not in any area while resolving the Timing Breakdown.
1a Reveal the card to all players and choose a target or targets for the card (if any.)

2a Determine the Fortitude cost for the card, including modifiers, the effects of the card’s player first, then his opponent’s effects. (Multiplication/division first, then addition/subtraction.) You may not play a card if you cannot meet the Fortitude cost, unless a ‘when played’ effect can lower the Fortitude cost; this effect can only be as a function of playing the card.
2b Determine that you can meet all of the 'must' requirements listed on the card.
2c Check that a Follow-up condition is met (if required), including any ‘ignore the text’ effects.
2d If any of these steps can not be satisfied, the sequence ends immediately and the card remains where it started. (It does not count as having been played.)
2e Apply any ‘when played’ effects from the card’s controller.
2f Apply any ‘when played’ effects from the opponent.

3a Apply damage modifiers from sources that you control. (Multiplication/division first, then addition/subtraction.)
3b Apply reversal modifiers of the card played.(self-plunging or maneuvers that bar reversals (Panics, Atomic Lariat, Shoots, etc.))

4 Apply damage modifiers from sources your targeted opponent controls. (Multiplication/division first, then addition/subtraction.)

5a Targeted opponent may play a reversal card or generate a reversal effect. (If he plays a reversal card, that card will follow its own Timing Breakdown sequence.)
5b If you played a card with Multi, targeted opponent may play or generate a second reversal after the first reversal has completed all effects and damage.
5c If the card is completely reversed, the Timing Breakdown ends.

Relevant parts in bold. The "when played" effect triggers in step 2e, long before Oversell can be played in step 5a. The only thing I am aware of that can stop the when played effect on Snap DDT is an outside effect modifying the Fortitude cost of the card to a number greater than your effective Fortitude, which would thwart the attempt to play the card entirely.

21
Braun Strowman ( 5 )
2 Surprise Entrants ( 8 )
Team Player ( 2 )

22
I prefer more people getting the chance to enter. There are already people every year who don't get in with the current "pick 1-3" rule. If you let 4 people pick 4 cruisers each, then those 4 people already account for over half the possible entries.

23
Deck Reviews - Virtual / Re: American Alpha
« on: December 30, 2018, 12:30:56 PM »
I don’t see the words “Key Lock x3” anywhere. I’d recommend correcting that; they’re amazing for any Tag Team, but in AA, as a Counter, they’re F:2, D:13, Multi, Chain, and Vickie protected.

24
Rules Forum / Re: Shinsuke questions
« on: December 29, 2018, 09:46:50 PM »
Niiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiii ck is right, but to help clarify a bit more:

SHINSUKE NAKAMURA
Starting Hand Size: 8     Superstar Value: 4
NXT Superstar Ability: Once during each of your turns when you play a non-Multi non-RMS maneuver that is a Strike or has 'elbow', 'knee', 'fist' or 'suplex' in the title, you may discard 1 card.  If you do, when that maneuver is unsuccessful, draw up to 1 card; when it is successful, the maneuver applies its modified Damage twice, ignoring Stun and reversal restrictions on the second application; after all damage is applied, end your turn.
You cannot pack Revolution maneuvers.

Quote from: Timing Breakdown
1 Play the card.  Until the card is moved to another area, it is not in any area while resolving the Timing Breakdown.
1a Reveal the card to all players and choose a target or targets for the card (if any.)

2a Determine the Fortitude cost for the card, including modifiers, the effects of the card’s player first, then his opponent’s effects. (Multiplication/division first, then addition/subtraction.) You may not play a card if you cannot meet the Fortitude cost, unless a ‘when played’ effect can lower the Fortitude cost; this effect can only be as a function of playing the card.
2b Determine that you can meet all of the 'must' requirements listed on the card.
2c Check that a Follow-up condition is met (if required), including any ‘ignore the text’ effects.
2d If any of these steps can not be satisfied, the sequence ends immediately and the card remains where it started. (It does not count as having been played.)
2e Apply any ‘when played’ effects from the card’s controller.
2f Apply any ‘when played’ effects from the opponent.

3a Apply damage modifiers from sources that you control. (Multiplication/division first, then addition/subtraction.)
3b Apply reversal modifiers of the card played.(self-plunging or maneuvers that bar reversals (Panics, Atomic Lariat, Shoots, etc.))

4 Apply damage modifiers from sources your targeted opponent controls. (Multiplication/division first, then addition/subtraction.)

5a Targeted opponent may play a reversal card or generate a reversal effect. (If he plays a reversal card, that card will follow its own Timing Breakdown sequence.)
5b If you played a card with Multi, targeted opponent may play or generate a second reversal after the first reversal has completed all effects and damage.
5c If the card is completely reversed, the Timing Breakdown ends.

6 The card is now 'Successfully Played' and enters the Ring Area.  If this card is reversing the card in question (it is not the first reversal to a Multi, it is not Over Sell Maneuver), the affected maneuver is now considered reversed. (Any text on the card and any Traits on the card are considered to be in your Ring Area after this step is complete. This excludes text that would modify or trigger in any of the first six steps.)
6a Some cards are put into the Ringside Pile or other area instead of going to the Ring Area (Iron Will etc.) The Timing Breakdown still continues as normal, these cards never enter the Ring Area.  They will resolve during the text resolution (Step 8 ) at that time, and will still resolve to its destination even if blanked.

7a Effects you control (other than this card's text taking place when played or when successful played) that trigger on a Successfully Played card take place. In the event of more than one effect, you choose which order they occur.
7b Effects your opponent controls that trigger on a Successfully Played card take place. Opponent chooses the order. (This is where cards such as Over Sell Maneuver and Sustained Damage are played.)

8 Apply effects listed on the card, unless these effects take place ‘when played’ or ‘when this card is in’ a specified area.

9a Chance for activated damage modification (Sustained Damage, Los Guerreros)
9b Damage is overturned one card at a time. Appropriate reversals may be overturned.  (This is also the Step where cards are overturned for Raw & Ready, Over Sell Maneuver, and other cards that replace damage with overturning cards.)
9c Effects generated from resolving a maneuver’s damage may be performed by the player of the original card (searching for a Chain card, for example)
9d Effects generated from resolving a maneuver’s damage may be performed by the opponent (Jamie Noble’s superstar ability, activating There’s No Holding Me Back)
9e Any ‘end the turn’ effects are resolved, along with any effects triggered by ending the turn.

Let's take a maneuver through the Timing Breakdown.

Say you play Precision Kick, which as Niiiiiiiick mentioned can only be reversed from hand. Assume you pass through the "can I actually play this" steps in the breakdown; at Step 2E, you would discard a card to trigger Shinsuke's ability. Proceed as normal through the timing breakdown.

If the card is unsuccessful at step 5A you would draw a card and your turn would end (unless they reversed you with an oddball card like Fall Into the Corner that reverses but allows you to continue your turn.)

If the card is successful, you would proceed through the timing breakdown to step 9B. The first time through, the card's damage would be applied as normal; if it is reversed during this first pass through step 9B, you would draw Stun as normal. With a Precision Kick, you'd draw Stun if they overturned a card like Don't Be a Douchebag here; normal reversals wouldn't work, since they would not reverse the card.

After this, regardless of the outcome of the first step 9B, the card goes through step 9B again, this time without Stun or reversal restrictions in play. As soon as the second application of damage triggers, you apply nothing but damage, so if your opponent overturns Step Aside on card #1, the effect ends immediately. Note here that cards like Sustained Damage trigger at Step 9A, so a damage reduction with a card like that would apply to both instances of damage equally.

At the end of the second step 9B, you proceed through steps 9C and 9D, and Shinsuke's ability ends the turn at step 9E.

25
Rules Forum / Re: Rules Question
« on: December 18, 2018, 10:43:53 AM »
I highly recommend checking the glossary, which you can find in the Virtual FAQ thread.

Slot
-A Pre-match or Mid-match slot is one unit of Capacity. Cards that do not take up a Pre-match slot or Mid-match slot do not spend any Capacity when they are in your Ring.
-A player may play a Pre-match or Mid-match card that does not take up a slot even if all of his normal Pre-match or Mid-match slots are filled.
-Making a card not take up a slot is a modification to that card and will be blocked by the Restricted Modification Symbol.

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