9 posts · 461 views · started 2015-04-01 03:26 UTC
SE
seesome
2015-04-01 03:26 UTC
#1
I noticed something in the digital game and wanted to confirm it here:
In the digital game, if I skip my turn due to Meteor Swarm (MS) or the Self-Destruct Sequence (SDS), I can keep cards that would normally require an end of the turn upkeep cost to avoid destruction without paying that cost. I tested this with Gatling Gun, Embolden, and Zealous Offense and if I skipped my turn while those cards were in play, the game skipped over the end of turn phase in which it would have checked to see I wanted to pay the upkeep or let the cards be destroyed. Is this correct? If you skip your turn, you don't have to check end of turn upkeep costs and you get to keep things like the Gatling Gun without discarding a card to pay for it? It seemed odd to me.
Further, when I tested this with Chastise, which has a start of turn upkeep cost check, I noted one other thing - the game tracked which card came into play first the MS/SDS or Chastise. The card that entered play first was checked first; if it was Chastise, I had to pay to keep it in play, but if it was MS/SDS, I could skip my turn and the game skipped over the rest of my turn, including remainder of the start of turn actions like the upkeep check for Chastise, so I got to keep it in play for free. That was nice, but not how I expected it to play (also difficult as a player as it requires me to keep track of which cards came out first from different decks).
AR
arenson9
2015-04-01 03:41 UTC
#2
… yup. That's how it works and sometimes it's hard to remember.
PY
Pydro
2015-04-01 05:31 UTC
#3
Yep, that’s how it works. That’s why Self Deatruct Sequence is so powerful, it can be used to keep cards like Ground Pound, Take Down, etc. in play for the rest of the game.
AM
Ameena
2015-04-01 10:05 UTC
#4
To clarify slightly, skipping your turn means you skip your whole turn. That is, every phase including the rest of your Start phase (if there was anything left that was due to occur during said phase) and all of your End phase. If something tells you to end your turn, you skip everything up to the End phase, and then do anything that needs to be done there (if applicable).
SE
seesome
2015-04-01 14:27 UTC
#5
That was what I realized with Chastise staying in play, if you can time it right the Self-Destruct Sequence can be an amazingly powerful tool for the players. Free Ground Pound & Take Down though? That's just crazy.
TW
twelveohone
2015-04-01 17:52 UTC
#6
Guise can be absolutely absurd with it as well.
MT
Medic-Tank
2015-04-02 01:42 UTC
#7
Yup I'll need to use the Self Guise Up Sequence at some point. I might even throw in OX or Rogue Knyfe to put stuff in play once I don't have turns ;)
AM
Ameena
2015-04-02 12:18 UTC
#8
Don't forget the Adept - Inventive Preparation and/or Alacritous Subdominant would be your friends there ;).
PH
phantaskippy
2015-04-02 13:23 UTC
#9
We won a game where Guise was last hero standing in Vengeance because of Destruct Sequence, kept beefcake and others in play, and burned his deck so fast with help from allies he kept healing and just rocked.