[quote=“Jadiel”]If they are state-based actions then here’s a question for you (or @sharpobject, I guess):
I have a midband Orpal in play. My opponent has a L1 River, with 2 damage (2/1), a Timely Messenger (1/1), and an Older Brother (2/2).
- Orpal casts Sickness, targeting River and Timely Messenger.
- Spell resolves, placing a -1/-1 rune on both units.
- State based effects mean both go to the discard pile, and Orpal gains 2 levels hitting maxband (River moves from discard to Hero zone also as a state-based effect, but I don’t think this is relevant).
I’m pretty sure it’s been previously ruled that Orpal’s max band ability doesn’t trigger here, as even though gaining 2 levels is a state based effect, it still happens after Messenger dying, and so he wasn’t actually maxband when it triggered.
Now suppose the situation is the same, but Two-Step is in play targeting Timely Messenger (3/3) and Older Brother (4/4).
- Orpal casts Sickness, targeting River and Timely Messenger.
- Spell resolves, placing a -1/-1 rune on both units.
- State based effects mean River goes to discard pile (Messenger is now a 2/2). Orpal gains 2 levels hitting maxband,. Two-Step is sacrificed. Messenger stops receiving Two Step’s buff. Messenger dies (as it’s now a 0/0).
- Does Orpal maxband trigger, placing a -1/-1 rune on Older Brother?
I should note that if Channeled spells are a triggered effect, not a state-based one, I’m pretty sure that Orpal’s maxband will trigger here. If it’s a state-based one it depends on whether there’s a priority-based system (@sharpobject’s post implied that some effects might not be as fast as others), or whether the active player gets to pick how they resolve.[/quote]
So the plain language answer to example 1 is “Orpal wasn’t maxed when River and Timely Messenger were killed, therefore you don’t get to use his ability to hit Older Brother.” If that’s the case, then state based actions must have their own queue system just like cascading triggered effects. Pretend that Messenger was in Technician for this example.
Time 1: Cast Sickness and put runes on River and Messenger
Time 2: (state based) River and Messenger both die, (state based queue) Orpal gets 2 levels and reaches max band, (triggered queue) Messenger’s controller draws a card
The active player can choose to resolve River/Messenger any way he wants, but Orpal will always get his 2 levels after that. If state based actions didn’t have a queue, then Orpal would absolutely be able to use his maxband ability off the death of Messenger, as far as I can tell.
As for the example with two step, I don’t think it matters whether Channeling is triggered or state based. As either way, Messenger now dies after Orpal is max band.
State based example:
Time 1: Cast Sickness and put runes on River and Messenger
Time 2: (state based) River dies, (state based queue) Orpal gets 2 levels and reaches max band AND Two Step is sacrificed
Time 3: active player chooses that Orpal gets levels 1st, then Two Step is sacrificed, (state based queue) Messenger dies, (tiggered queue) Messenger’s controller draws a card AND Orpal puts runes on stuff
Triggered example:
Time 1: Cast Sickness and put runes on River and Messenger
Time 2: (state based) River dies, (state based queue) Orpal gets 2 levels and reaches max band, (triggered queue) Two Step is sacrificed
Time 3: Two step is sacced, (state based) Messenger dies, (triggered queue) Messenger’s controller draws a card, Orpal puts runes on stuff
Personally I think it makes the most sense for Channeling to be the same timing as illusions being killed when they are targeted, which is (I think) state based. They’re both keywords, and so fall more in the “you know what to do because of the rules” than “you know what to do because of the card.” But I don’t think either way it changes what happens in this case.
All of this is, of course, contingent on “state based effects use a queue system” and not “some state based actions have different speeds from others.” I desperately hope it’s the former and not the latter…