A question regarding a card I want to use in my current game against Bomber which reveals information just in the asking
not for Bomber
If I have two sentries will they be able to block different damages or do they both jump to block the same point of dmg?
Now I think about it, I think they may just block the same dmg but I could also buy that once one sentry is blocking a particular point of dmg it is no longer “damage … that would be dealt to one of your patrollers”
I don’t know what Bomber would specifically do with the information that there’s a slightly higher chance of me having teched two sentries but it’s a tourney so I’m cagey xd
Since it’s active player’s choice, it’s highly likely that your opponent would choose to have your Sentries block the same damage, unless they have a reason to reduce the damage dealt.
It depends on whether the choice of damage is made when Sentry’s ability enters the queue or resolves. If the former, active player could choose the same point of damage for both and the second would fizzle. If the latter, the first ability would prevent one point of damage, and that point of damage would no longer exist when the second ability resolved, so it would only be able to choose from any other points of damage done at the same time (if any). If I were designing the ability, I’d want it to work like the latter.
Unrelated issue: Dreamscape originally didn’t affect tech III units, but the rework changes the behavior from “all units” (which it never was) to “up to 5 units” (not limited by tech level). This raises the question, can the reworked Dreamscape make tech III units Illusions?
Yeah, new dreamscape can affect tech 3 units as written.
And I think your question has been addressed @dwarddd though I do wish we would have chosen different wording to have it work the better way for the card you’re asking about. Oh well
Or “Whenever damage would be dealt to your patroller(s), prevent one of that damage. Once-per-turn.” (Though maybe “the active player prevents” would be better, since randomizing the damage prevention could be awkward in some cases… easier to just let the attacker choose, I think.)
Big ups to everyone for finishing games in a timely fashion, you’re making my job easy this time around (it also feels way easier when we’re not doing car/driver and other weird matchmaking nonsense, lol)
Thanks for playing to @Bryce_The_Rice and @CarpeGuitarrem who have now been eliminated, appreciate you both joining the tourney and better luck next time!
With that, on to round 5, where @EricF has drawn the bye and Zhav has exhausted the pool of nearest his record, so condolences to Charnel for being next closest in record. Two or three more eliminations will occur this round, GL HF ALL!
Big ups again to everyone for being swift in resolving games and remembering to tag me, we are on to round 6!
First off thanks to @codexnewb and @James, who we must say goodbye to this round; I enjoyed seeing Purple / Peace and Mono Blue in this new balance format!
We’re down to 7 combatants, an odd number, which means @charnel_mouse has drawn the bye for this round.
Here are the rest of the matchups (which should not be rematches and should be balancing P1/2 splits), GL HF ALL!