What are NESTED ABILITIES & ACTIONS? Star Wars Unlimited Rules Explained!

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  • เผยแพร่เมื่อ 30 ก.ย. 2024

ความคิดเห็น • 107

  • @pnuthedstroyr
    @pnuthedstroyr 6 หลายเดือนก่อน +8

    There’s been so much good SWU content coming out lately and yours is among the best! I sense you gaining much channel growth if you continue along this path.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      That's very kind of you, thank you so much!

    • @koshgam
      @koshgam 6 หลายเดือนก่อน

      Impressive - MOST impressive

  • @samuellorusso9855
    @samuellorusso9855 6 หลายเดือนก่อน +8

    leader leia and rebel assault are another good example, as you end up with 3 attacks, provided leia survives the attack

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +4

      Yep! There are tons of situations you can build with tricky nested actions! One of those attacks could be an Ezra who plays a U-Wing Reinforcement that plays a Fleet Lieutenant... 👀👀👀

  • @deeterful
    @deeterful 6 หลายเดือนก่อน +2

    Even though I think I understood all this, it is really nice to have it all spelled out so succinctly.
    These kinds of videos are extremely helpful.

  • @seanv3997
    @seanv3997 6 หลายเดือนก่อน +2

    Thank you for this! Really appreciating the rules videos. So it’s similar to the MTG stack, or at least - that will help me remember what you said here.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Yes, I didn't want to reference it within the video, but the resolution has a lot of similarities to The Stack in MTG!

  • @SualkWarhead
    @SualkWarhead 6 หลายเดือนก่อน +2

    And again, thanks! Very helpful! More please!❤

  • @j453
    @j453 5 หลายเดือนก่อน +1

    Thank you.

  • @shindalah1794
    @shindalah1794 6 หลายเดือนก่อน +1

    Not sure I like that a card being playeds effect can be triggered before a card already in plays effect does; i.e. the sabine example. I think this sort of thing could make the future of card design messy. If this is the way then there can never be an "when your opponent plays a card" effect as the player with the action can just say "oh that will happen after my ambush" completely negating the effect of the other card unless they have a new keyword of something like "intuition: this effect happens first in the sequence" or something weird like that. It just seems limiting in card design.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      So I think there's a little confusion here! An effect like "When an opponent plays a card" would still trigger at the same time as Ambush. And even if the source of the trigger would leave play, as long as it existed to see the trigger, the effect will resolve at the next opportunity. See comp rules 7.6.3, quoted below:
      "For a triggered ability to resolve, the card with the ability must be in play when the triggering condition occurs, unless the ability specifies that it can be triggered from an out-of-play zone. Additionally, the triggered ability must resolve once triggered, even if the card with the ability leaves play before the triggered ability resolves."
      So in the situation you stated, the player could choose to resolve the Ambush, and even Ambush the unit with the "When your opponent plays a card" effect - and then their trigger will *still* resolve after the Ambush has resolved!

    • @shindalah1794
      @shindalah1794 6 หลายเดือนก่อน

      @@MaindeckGames maybe i worded that poorly i was more thinking if i had a unit that said "when an opponent plays a card, gain shield" or "gains an experience" well if the other plays an ambush on their turn, since it is their turn the ambush would resolve to kill the unit before it would gain shield or +1/+1 correct? I know no card currently reads like that, but if it does indeed work like that, the design seems limiting.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Sure - if the unit can only grant itself a shield or experience, in your example, the player who is resolving the Ambush could choose to Ambush it first, and its ability would no longer have something to put the upgrade on! I would argue that's fairly reasonable counter-play to what is potentially a very strong ability, though :)
      At the end of the day, this system makes resolving otherwise tricky rules situations very clear. I think if they had gone with a different system, there would be OTHER card effects that would feel limited in the same way that does. So it might just be an unfortunate casualty of having to pick one method of doing it!

  • @JohnMRaggio
    @JohnMRaggio 3 หลายเดือนก่อน

    Great video. Enjoying your content. I wonder why the rules authors chose not to use the term stack, as in Magic. Certainly can't be a copyrighted term as it is commonly used in computer science and elsewhere. It feels like a better metaphor, but not sure it applies here? Do you think it would?

  • @MrMalchore
    @MrMalchore 6 หลายเดือนก่อน +1

    Thanks for this video. It does help a lot. This is where I'm starting to feel the MTG infuence of Interupts vs. Instants all over again. But it's important to know this stuff so thank you again.

  • @Mobyus1
    @Mobyus1 6 หลายเดือนก่อน +1

    Alright… I’m fairly certain I understand how these interactions work, but I want to be sure:
    1) If I ECL Fett’s Firespray and choose to Ambush first, is it true it gets to attack, exhausts from the attack, then re-readies when it’s When Played triggers?
    And similarly, 2) If I ECL a Death Trooper, Ambush, then deal 2 damage to my own Admiral Motti, wouldn’t his When Defeated allow me to ready the Death Trooper again?
    Love the content!

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +2

      1) That's correct! It's very strong!
      2) Yes, if you resolve the Ambush first (and the Death Trooper survives), it will be a valid target when you then resolve the When Played and then the nested Motti When Defeated ability!

  • @andreaslassen2056
    @andreaslassen2056 6 หลายเดือนก่อน +1

    Brilliant! Love these videos (from all the games you cover) Thank you 🎉

  • @slenkhar
    @slenkhar 6 หลายเดือนก่อน

    Ahaaaa, Dan makes Rodney look like an amateur 😘 and he wasn't even paid several thousands to make the video 👍

  • @MikeyT0601
    @MikeyT0601 6 หลายเดือนก่อน +1

    Thank you for another informative video. They're truly helpful

  • @ggninokun
    @ggninokun 5 หลายเดือนก่อน +1

    Wow, this was a thinker, but I guess I got it. Thanks!

  • @mdwhite85
    @mdwhite85 หลายเดือนก่อน

    Sorry, but after watching this video with opponent, we still have a specific question that I’m sure was answered, but I think we were getting confused with regards to action and ability:
    I have leader vader unit with lightsaber and opponent has obi wan sentinel with only two remaining health
    I use Vader to attack another unit (Luke) but on attack I deal 2 to obi wan (killing him)
    Does obi wan resolve his ability of giving two experience tokens (when defeated ability) before Vader deals his damage from the attack action ?
    Or does Vader continue attacking an defeating another unit (luke) before obi wan gives out his experience tokens

    • @MaindeckGames
      @MaindeckGames  หลายเดือนก่อน +1

      The attack sequence has three points during which triggers will resolve: On Attack, when damage is dealt, and when the attack is completed. When those points come up, any triggers that occurred since the last point will resolve.
      For your example - your Vader would have had to attack the Obi Wan because of his Sentinel ability, but let's say you used something like Specforce Soldier to remove Obi Wan's Sentinel for the phase.
      Vader's On Attack resolves On Attack, before attack damage is dealt. If you select Obi Wan, this creates a nested ability (an ability triggered as the result of another triggered ability). You must immediately resolve the nested ability before continuing with any other triggers or the attack sequence.
      You would resolve the nested ability to place the Experience counters on Luke. Then, with the Nested trigger finished, any other On Attack triggers (there may be no more) will resolve, and then you'll move on to dealing attack damage. At that point, the Luke will have the Experience counters and will deal damage back accordingly.

  • @SeashellWHACK
    @SeashellWHACK 5 หลายเดือนก่อน

    Hi Dan, I'm trying to verify my understanding of the rules for the following. If I have Rukh out and use First Strike on him to a unit with health >4, does it kill defending unit and allow Rukh to take no combat damage, thereby nullifying his shield being popped or taking any lethal damage back when attacking larger units i.e. Palpatine or Reinforcement Walker while no longer being shielded. I believe using Shoot First with Rukh's ability creates a nested ability of "When this unit deals combat damage to a non-leader unit while attacking: Defeat that unit." which should resolve first and because of SWU Rules 6.3.2 E E. "If the attacker has an ability where it deals combat damage before the defender, the defender must survive the dealt damage before it can deal combat damage back to the attacker. In such a case, if the defender has Grit, it will receive bonus power from the damage just dealt to it." with Rukh it states if damage is dealt then the unit is defeated. Doesn't them being defeated reinforce 6.3.2E and not allow damage to come back?

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน +1

      That's a SUPER good question - I can break down the full answer for you.
      In short - no, Rukh is not able to defeat a unit with his ability before the defender deals damage back when using Shoot First. If the amount of damage Rukh deals is lethal, then as usual, the unit will be defeated before it deals damage back, but if that damage is not lethal and you are relying on Rukh's "When this deals damage" ability, he will take damage back.
      Here's what's going on to make this happen:
      Recall that Actions (including when they are nested) have a certain sequence you have to run through to resolve them. For Actions, this involves checking restrictions, determining and then paying costs, etc. For Attacks, this involves the full Combat sequence. The important thing about this sequence is that it has very *particular* points at which we put the sequence on hold to resolve any Nested Abilities that have triggered during the sequence. Those are detailed here:
      (6.0.3.E: Attacking With a Unit consists of the following 3 steps in order, explained in detail below: Declare the attack, Deal combat damage, and Complete the attack. After each step, resolve any abilities triggered during that step before proceeding to the next step in the attack. See 7.6. Triggered Abilities)
      In other words, abilities in combat will trigger from different parts of the sequence, but abilities that trigger wait to resolve until the next "breakpoint". They can't happen *in the middle* of any of those 3 steps.
      Shoot First, unlike similar effects in other games, doesn't create a new Step at which damage is dealt. It simply adjusts HOW you resolve the "Deal combat damage" step, governed by the rule that you quoted (6.3.2.E). But, otherwise, it's still a single damage step, which means no Triggered Abilities can resolve in the middle of dealing the damage per 6.0.3.E (note that abilities like Grit are not triggers, they are constant effects, which is why Grit still gets the bonus).
      Rukh's abilities is "When this unit deals combat damage", governed by 6.3.2.G. This means that the ability cannot resolve until ALL combat damage has been dealt, not just Rukh's.
      (6.3.2.G): After dealing all combat damage, resolve any “When Defeated” abilities on defeated units and any other abilities triggered during this step, including “When this unit deals combat damage” and “When a unit leaves play” abilities. See 7.6. Triggered Abilities.
      So, unfortunately, Rukh and Shoot First are not very good friends. It's definitely non-intuitive, and it's easy to make ability comparisons to other games like MTG and infer that it will work the same, but based on how the ability is worded and how rules work, it doesn't!

  • @sebastianjanus2182
    @sebastianjanus2182 6 หลายเดือนก่อน

    Thanks for the previous answer. I've got some more questions, this time about Gideon Hask: When an enemy unit is defeated: Give an Experience token to a friendly unity.
    1) There is no "other" friendly unit, so I can give a XP to Gideon itself, correct?
    2) What happenes when he dies while attacking / defending, and its opponent dies as well - is exp rewarded again? Because enemy is defeated in the same time as Gideon?
    3) Is it possible then to give Gideon an experience token in the moment his opponent dies, to make Gideon not die? (assuming the damage was exactly the same as his life?)

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน +1

      I got you!
      1) Yes, he doesn't specify other. Any friendly unit in play when the ability resolves is a valid choice!
      2) Damage in combat is dealt simultaneously - as such, if both would be defeated, that happens simultaneously as well. Gideon WILL still trigger in that case - actions that defeat units simultaneously will still trigger any "when other units are defeated" abilities if that source unit is included in the defeats, as per 7.6.4:
      (7.6.4): Triggered abilities on a unit still trigger if the unit is defeated by the action that triggers the ability (though they only resolve after the action has finished resolving). Triggered abilities on a unit that trigger when other units are defeated still trigger if that unit is defeated simultaneously to the other units.
      3) It is not possible to do this - the damage is dealt, both units are defeated, THEN the ability triggers and resolves. You'll then choose a friendly unit in play to place the EXP on, but Gideon is not among them as he was just defeated.

  • @alvarofeijoo987
    @alvarofeijoo987 6 หลายเดือนก่อน

    Admiral Ozzel's ability is an ability but generates a nested action (play). And if you play an ambush unit with him, you would be doing a nested ability.
    You said that abilities must be resolved entirely before doing a nested ability, but at the same time nested actions are resolved entirely.
    So what would happen if you played Agent Kallus with Admiral Ozzel ability? Can you activate the ambush before it untaps to attack 2 times?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +2

      Before I answer this, I want to say that this is the first version of the Comprehensive Rules, and there are a couple of card effects - Ozzel's is one of them - where we have some lingering questions! A lot of this answer I'm 100% confident on - including the basic result of your question - but some parts are awaiting final confirmation/clarification. For complete transparency, I'm going to add (Not 100%) to the parts where we are using our best current interpretation of the rules as we await confirmation, and those have a possibility - though unlikely - of changing in the future.
      You're almost right, except Ozzel's text is worded a little differently. Ozzel's text modifies the Play action by making the unit enter play Ready, rather than readying it afterwards. So the resolution sequence will look like this:
      -> Activate Ozzel
      -> Play Agent Kallus - Ready (due to Ozzel)
      -> Nested Ability: Ambush (you may ready Kallus - who is already ready - and exhaust him to attack a unit)
      -> Nested Action: Kallus's Attack (Resolve, including any nested abilities, such as Kallus's "When another unique unit is defeated")
      -> (Not 100%) After all nested abilities from Ambush resolve, complete Ozzel's ability: Opponents may ready a unit.
      So Ambush units are unable to get two attacks with Ozzel - and (Not 100%) the opponent is able to select a unit to ready AFTER the Ambush resolves.
      IF Ozzel said either "Play a unit. Ready that unit." or "Play a unit. It gains 'When Played: Ready this unit'", either of those wordings would allow you to do what you want! But because his text specifically modifies how the unit enters when the Play action resolves, it happens before any When Played abilities.
      Hope that makes more sense - let me know if I can clarify anything further!

  • @michabanasiak2073
    @michabanasiak2073 6 หลายเดือนก่อน

    There is much discussion Traitorous + SuperLaser Technician interaction. I know from most remote or local opinions you can get resource staling SLT and getting him killed on your side. Some local judges are kind of in resistance about that opinion. Can You explain clearly how this is supported by rules and what valid ruling could be used for that? TYIA

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      Sure. Below I've copied in four entries in the comprehensive rules that make it 100% clear that, by taking control of your opponent's SLT and defeating it, you are able to put it into your own resource pile. Please show them to your local judges so they can understand!
      (7.6.14.B) A card’s “When Defeated” ability is resolved by the player that controlled the card when it was defeated.
      (8.28.2) When a unit is defeated, it is placed in its owner’s discard pile, but any “When Defeated” abilities are resolved by whichever player controlled it when it was defeated.
      (1.5.2.B) A player is the “controller” of a card they put into play. This includes their base, their leader, resources in their resource zone, and units, upgrades, and tokens they play or put into play. A player keeps control of a card until either that card leaves play or their opponent takes control of it.
      (1.7.5): If a player controls cards in their resource zone that are owned by an opponent, the ownership of those cards is open information.
      Remember that your local judges can refer to the comprehensive rules as well at any time - I have the link in the description of my rules videos!

  • @jeffsmith5436
    @jeffsmith5436 4 หลายเดือนก่อน

    One card I'd wondered about is Frontline Shuttle. Its ability says "Action [Defeat this unit]: Attack with a unit, even if it's exhausted. It can't attack bases for this attack." If I play that card does the opponent get a chance to defeat it with a Takedown before I can activate the Shuttle's ability to start an attack with another unit?

    • @MaindeckGames
      @MaindeckGames  4 หลายเดือนก่อน

      Yep, playing the unit is an action, and using its ability is a second action. Unless your opponent took the initiative, they still get an action in between playing it and using its action!

  • @thomascassidy6960
    @thomascassidy6960 6 หลายเดือนก่อน

    I feel like I’m a little confused on the resolution timing the way you explain it with Nested Actions. With Rebel Assault, this called for two nested actions. After completing both nested actions, Rebel assault resolves. But when you used U-Wing reinforcement as an example you said you were doing the three play actions sequentially as well, but you said it was resolved and discarded when the first unit came out, shouldn’t it be waiting at least for the third unit to come into play before resolving, should it be waiting for the third unit to resolve its own nested actions?. The timing of the resolution seems important because in another case, you might get Bounty Hunter Crew, Is the U-Wing Reinforcement in the discard after resolving before or after the nested actions tree of triggers happens. If you get them and a 1 cost, is the U-Wing waiting for the nested actions tree to resolve or not before considering itself resolved?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      When you resolve Events, you always place the Event in the Discard Pile before you actually resolve the effects. It's a quirk with Event cards - there isn't a "resolving" or "limbo" zone for the card to sit in, so in EITHER CASE the event actually hits the discard pile, THEN the effects happen.
      3.3.2: To play an event, pay its cost-following any additional costs or play restrictions in effect for that event-and place it in its owner’s discard pile. Then, resolve the event’s ability. See 6.2. Play a Card
      3.3.3: When played, an event moves directly from the player’s hand to their discard pile, never entering play. (A player may place the event in front of them while resolving its ability, but the event is considered to be in their discard pile for the purposes of abilities and effects.)
      So in the case of bounty hunter crew, the U-Wing IS in the discard pile when the nested action (and nested When Played ability) resolve, and U-Wing is a legal target to pick up.
      Hope that makes things a little more clear - excellent question!

  • @koryd9159
    @koryd9159 6 หลายเดือนก่อน

    What happens if Admiral Ozzel uses his ability to pull out a Darth Vader, Commanding the First? Would Vader be able to ambush and then ready up?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Great question - the wording is a little tricky here at first glance, but when an effect states that something "enters play ready" like Ozzel or Sneak Attack, that is not a When Played ability, it's a modification to how the Play action resolves. That means it doesn't have competing timing with When Played abilities and instead it applies to how you Play the unit in the first place. So if you Ozzel a Vader, he will enter Play ready, and then you will choose to resolve his When Played abilities.
      If you choose the Ambush, he will attempt to ready (if he'd already ready, this part won't matter) and then exhaust to attack an enemy unit. He will thus end up exhausted because there isn't a "When Played" ability to ready him like Fett's Firespray has.
      However - Vader does have some sorcerer's ways that let him attack twice when Played with Ozzel in the right circumstance. Since Ozzel makes him enter Ready, if Vader resolves the When Played before the Ambush, and the When Played finds a Snowtrooper Lieutenant, the nested ability of the Snowtrooper Lieutenant can let you declare an attack with your ready Vader with +2 power, exhausting him. Then, when you resolve the on-hold Ambush, he will get the full effect of the Ambush and ready and attack an enemy unit still!
      Let me know if anything is still unclear there!

  • @d_arcturus
    @d_arcturus 6 หลายเดือนก่อน

    does director krennic buff himself with his passive (+1/+0) when he's deployed, while he's damaged?

  • @sifudanny87
    @sifudanny87 4 หลายเดือนก่อน

    How's does home one and wedge work. If home one gets played and u get wedge from. Graveyard can I ambush

    • @MaindeckGames
      @MaindeckGames  4 หลายเดือนก่อน

      Triggered Abilities trigger off of a single "triggering condition" occurring. For example, a unit declaring an attack is an instantaneous moment where the attack is declared, and then any abilities in play that can trigger off of that "On Attack, When a Unit Attacks, etc" would "see" that moment happen and trigger.
      When Played abilities work the same way. As soon as the cost is paid, the unit "becomes played", and at that moment, any abilities that can trigger off of it will. Importantly, anything that comes into play after that moment will not be able to reach back in time to see the event occurring - it has already passed.
      If you play Home One to an empty board, the When Played will trigger and allow you to play another unit. If you then use that When Played to play Wedge, HE will be played, but Home One already passed its "when played" moment and it will NOT get to Ambush off of the new Wedge's ability.
      7.6.3. For a triggered ability to resolve, the card with the ability must be in play when the triggering condition occurs, unless the ability specifies that it can be triggered from an out-of-play zone. Additionally, the triggered ability must resolve once triggered, even if the card with the ability leaves play before the triggered ability resolves.

  • @daviddavies1504
    @daviddavies1504 5 หลายเดือนก่อน

    can you deal damage when your unit is exhausted? like using the event card 'Karabast'

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน

      Yes, only Attacking can't be done when a unit is exhausted. Effects that simply deal damage don't care what state the ally is in!

  • @discovergames7654
    @discovergames7654 5 หลายเดือนก่อน

    Does General Veers ability apply to cards played after he is put into play? Is it an ongoing effect?

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน

      This is a common confusion! Veers is a Constant Ability (7.3) not a Lasting Effect (7.7.3). Constant Abilities are always active while in play, where a Lasting Effect (like Rallying Cry) has an end timing listed and would only affect units that were already in play when the event was played. So Veers doesn't care when the other units enter play - if he's in play, and they're Imperials, he'll buff them!

  • @Metalicbovine
    @Metalicbovine 6 หลายเดือนก่อน

    This is basically “the stack” from mtg and triggered abilities.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      It's very similar for sure! But it doesn't require targets declared on trigger, and nested actions to play units simultaneously don't work the same as cards that put multiple permanents into play. There are a few small, but important, differences!

  • @randall46213
    @randall46213 6 หลายเดือนก่อน

    You're the best are rules!

  • @obsidiantain
    @obsidiantain 6 หลายเดือนก่อน +1

    Nice one, Dan, thank you!

  • @kaibroszeit2174
    @kaibroszeit2174 6 หลายเดือนก่อน +1

    Great Video, thx

  • @curtisjohns9235
    @curtisjohns9235 6 หลายเดือนก่อน

    Thanks again for helping people out! For the card Maximum Firepower, do the units triggered have to be ready for this card to work? My thoughts is no as it doesn't state attack, just deal. I know units need to be ready to attack but I don't think they need to be for this card. What are your thoughts?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      Your thoughts are correct. There is nothing happening with Maximum Firepower that would require the units to be ready like an Attack would. It simply checks for their Power stat and deals damage.

    • @curtisjohns9235
      @curtisjohns9235 6 หลายเดือนก่อน +1

      @@MaindeckGames perfect thanks! Have a great day

  • @8o8waddles
    @8o8waddles 5 หลายเดือนก่อน

    A bit late here but when multiple abilities happen at the same time (ecl + death trooper) do you have to clarify which units you're pinging before anything resolves even though you use the ambush ability first? Like if it ambushes and survives against a card with an on defeat trigger, op's decisions might change depending if they do/don't know what the death trooper will ping.

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน +1

      You don't declare targets when the trigger happens (like you would in a game like MTG), only on resolution. So it wouldn't be until the ambush fully resolves, including any nested abilities like On Defeat, that you would begin resolve the Death Trooper, and at THAT POINT you choose which units receive the damage.

    • @8o8waddles
      @8o8waddles 5 หลายเดือนก่อน +1

      @@MaindeckGames ahh makes sense. Thank you so much!

  • @coreybrindle5915
    @coreybrindle5915 5 หลายเดือนก่อน

    I asked my local card shop owner about this ruling and I can't really agree with it.
    On frontline shuttle it says " Action:defeat this unit, you may attack with another exhausted unit." Can you attack with the frontline shuttle/ use this ability while frontline shuttle is exhausted

    • @MaindeckGames
      @MaindeckGames  5 หลายเดือนก่อน

      Yes, being exhausted does not remove abilities from units (for example, General Dodonna does not stop buffing your Rebels when he is exhausted). Because Frontline Shuttle has no Exhaust cost to it, its ability can be used whether it is ready OR exhausted.

    • @coreybrindle5915
      @coreybrindle5915 5 หลายเดือนก่อน

      thanks for the reply i disputed this at my lcs and was able to refute it after i was told that i was wrong. put it in my leia deck as no good to me dead counter.
      @@MaindeckGames

  • @larsgossel7510
    @larsgossel7510 6 หลายเดือนก่อน

    Explain epic action more please. Can you use both base epic action and leader epic action? If you were to use your leaders normal action then play the epic action attack and then it dies would it come back exhausted or ready. In multiplayer can you use both leader epic actions?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      Yes, you can use EACH of your Epic Actions once per game, and that goes for Twin Suns as well. You can absolutely deploy both leaders.
      When your leader is defeated, it always returns to the leader zone exhausted, regardless of what you did with it before it was deployed.

    • @larsgossel7510
      @larsgossel7510 6 หลายเดือนก่อน +1

      @@MaindeckGames very helpful. Thanks!!!!

  • @skulphire3679
    @skulphire3679 6 หลายเดือนก่อน

    Does leader deployment count as playing a unit?
    For example would I heal 1 for deploying Palpatine with Yularen in play?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      No, deploying is not playing. Check our previous rules video for more details!

    • @skulphire3679
      @skulphire3679 6 หลายเดือนก่อน +1

      @@MaindeckGames alright, ty

  • @Elco.B
    @Elco.B 6 หลายเดือนก่อน

    Question: if you play the event Sneak Attack and play an ambush unit, does that unit ready after the ambush (when it is not defeated after the ambush)?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      No, sneak attack modifies the Play action so that the unit enters ready. It does *not* give the unit "When Played: Ready this unit", so there is no way to have the Ready happen after the Ambush trigger.

    • @michabanasiak2073
      @michabanasiak2073 6 หลายเดือนก่อน

      @@MaindeckGames yup. according to comp rules:
      Some triggered abilities are indicated with “When Played” in bold, followed by a colon and an effect. These abilities trigger when
      the card they’re on is played and resolve after the card’s cost is paid and it is put into play.
      And taking under consideration that Ambush and Shielded need be engaged on the same trigger window as when played, therefore putting unit in play is happening before when played trigger.

  • @scorishimmernight6011
    @scorishimmernight6011 6 หลายเดือนก่อน

    Your Videos helped me alot with playing at my locals, since the game is all new and some players who also just started dont get everything and get confused easily. Thanks to you I can explain certain scenarios to them in an understandable way! Thanks!
    There is one "rule" or scenario I don't quite get yet. There are Cards who give temporary buffs for the phase. Example would be Chirrut (Leader Card). He gives a unit +0/+2 for the phase. Example: My R2 gets 1/6 from Chirruts ability and attacks a 4/1 unit in my next actionturn. my opponents unit dies and my R2 gets 4 damage. We end the phase and my R2 loses the +0/+2 buff from Chirrut. Do I have to discard R2 now? He has the 4 damage points on him and loses the temporary buff, so it looks like he should be discarded.
    In the local store I played at we also said the unit gets destroyed. So that means the temporary Lifepoints/Buff gets counted down AFTER the original Lifepoints are depleted, which doesnt really make sense for me. Why would I even want to play Chirrut then or other Lifepoints buff cards if they would just die at the end instead? (For Sentinel Cards that would be a + since you have a strong sentinel who could block more this round, but other than them... idk, seems weird to me)
    Edit: Just notice that there are also debuffs in the game, like Luke Skywalker (the non leader unit). What happens when the debuffs gets the unit BELOW their Lifepoints (for this phase(s))? Does it get discarded? Or does it stay on the board with 0/0 ?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      So glad to hear they have been helpful! Hopefully I can continue to be here!
      In the R2 scenario you described, yep, when the buff (stat modification being the technical term) wears off at the end of the phase, you are left with a 1/4 with 4 damage on it, which would then immediately be defeated. The buff doesn't "take any damage with it". It's important to not think of it as "temporary HP" that can absorb damage from ex: a video game - it simply is a buff to the unit's stat for the turn, and when it goes away, only the buff leaves and all other counters/effects remain.
      You are also correct that, in that particular scenario, it wasn't very useful. It's honestly a trickier ability to get value from, but here are some situations where it's useful:
      - As you said, a sentinel with the buff can potentially block multiple attacks that turn.
      - A unit that can attack multiple times like Mace Windu might be able to get another attack from it.
      - A unit with the buff can potentially survive an attack to give you time to heal the damage later, or return it to your hand with Waylay or Pirated Starfighter.
      - If the opponent is hoping to trigger effects like Boba Fett Leader, it can deny that effect that phase by preventing the unit from being defeated until the end of the phase.
      - It can prevent opponent's Shoot First or Boba Fett Legendary-like effects from taking your unit out when it is attacked, allowing them to deal damage back.
      As for -X/-X effects - those are also stat modifications, and modifications are unable to reduce a unit's stats below 0 and will stop at 0 instead. When a unit's HP stat is modified to 0, it is immediately defeated. Note that this is DIFFERENT than being defeated due to "remaining HP" (i.e. being damaged), and since you are playing Chirrut, it's important to understand the distinction. Modifying HP to 0 can be thought of like an illness, or losing the will to fight, which is different than the unit taking damage. Accordingly, Chirrut's ability only prevents him from being defeated due to REMAINING HP being 0 or less, and says nothing about if his HP STAT is reduced to 0 through a modification. So not only will Luke Skywalker L take out regular units if it modifies them to 0, Chirrut is not safe either! This is a confusing spot for sure, so here are the relevant comp rules:
      (1.11.4): A card’s HP cannot be modified below 0. If a card’s HP would be modified below 0, treat the card’s HP as 0 instead. A card is defeated immediately if its HP is modified to 0.
      (1.11.6): A card’s “remaining HP” is calculated by subtracting the number of damage counters on it from its HP (accounting for any modifiers to its HP). If the remaining HP of a card is 0 or less, that card is defeated immediately.
      As you can see, these are two different ways units can be defeated. Chirrut's ability prevents the latter one (1.11.6) from applying until the end of the phase, but he's got no protection for the former (1.11.4) so if his stat is directly modified to 0 (before considering any damage on him), he will be defeated as well.
      Let me know if you still need any help or have any other questions!

    • @scorishimmernight6011
      @scorishimmernight6011 6 หลายเดือนก่อน

      So that means I can remove chirrut from the board by modifying his HP to 0?@@MaindeckGames

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      That's correct. If Chirrut has no upgrades or other modifiers taking him up from his base stats, A -6/-6 from Luke will take him to 0 and defeat him, getting around his ability.

  • @Hubbabubbafett
    @Hubbabubbafett 6 หลายเดือนก่อน

    And does the Sabine units text include any upgrades that may be attached to friendly units as well as friendly units?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      Sabine only looks at the aspects on the units, not upgrades attached to them!

    • @Hubbabubbafett
      @Hubbabubbafett 6 หลายเดือนก่อน +1

      Ok that’s kinda what I thought. Thank you 😊

  • @wolfsun4022
    @wolfsun4022 6 หลายเดือนก่อน

    This is a really weird question but can you target your opponents rebel units with rebel assault? This is more for twin suns format then anything else.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      You can't attack with enemy units, so nothing would happen. Cheeky thought, though!

    • @wolfsun4022
      @wolfsun4022 6 หลายเดือนก่อน

      @@MaindeckGames thanks for the quick response! Yeah just wanted to get clarification on that just in case.

  • @alpharius9x660
    @alpharius9x660 6 หลายเดือนก่อน

    Can anyone explain Raid to me?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Raid just allows the unit to get +X Power whenever it is Attacking, where X is the number after Raid. So if a 1 Power unit has Raid 2, it has 3 Power while it is Attacking, but only 1 Power otherwise (for example, if it is *attacked*, it will only deal 1 damage back to the Attacker).

  • @apexcrypto9388
    @apexcrypto9388 6 หลายเดือนก่อน

    So basically Nested Abilities are "The Stack" in MTG Play.
    Good to know. Thanks!

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Yep, if you are familiar with the MTG stack, it's pretty much the same concept!

  • @JE-oy3km
    @JE-oy3km 6 หลายเดือนก่อน

    I will likely never comment or leave a like again. It's just not something I do.
    That said, good videos, man. I'm 3/3 on these videos.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      I'm so glad I could help you, and thanks for taking the time to leave those interactions. They are truly helpful when you find a video that you think brings value!

  • @SSJGumbercules
    @SSJGumbercules 6 หลายเดือนก่อน

    So not a rule question, but about Leader Hera. I love her ability to ignore aspect penalty cost on Spector units, but I feel like it's a little weak. What if it not only did she ignore the aspect penalty cost, but also reduced the resource cost by 1 for Spector units? I feel like this would make her more valuable and competitive, but not op.

    • @davidwintterle1331
      @davidwintterle1331 6 หลายเดือนก่อน

      I think Hera will get much stronger with more sets. The creators already stated that there will be more Spector cards. If she gave a discount I think she would be op. Even in set 1.

  • @smooresanity1918
    @smooresanity1918 6 หลายเดือนก่อน

    Hey maindeck I have a rule question not really related to the video but you seem to be the best source of rule knowledge I have found.
    So if you take the initiative or pass and your opponent then makes an action. Can you then make an action again like playing a card? Or after you take the initiative/pass are you then locked into passing for the rest of the round?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      If you Take the Initiative, you must pass all subsequent actions that phase. If you just *pass*, however, you are free to take more actions later. Strategically passing can be an important tactic so that you can respond to your opponents plays sometimes!

  • @franchello1105
    @franchello1105 6 หลายเดือนก่อน

    So its the stack from Magic?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Yes, it operates very similarly to The Stack, for those who are familiar!

    • @randall46213
      @randall46213 6 หลายเดือนก่อน

      Similar but also different. For example, if you played rebel assault with magic stack rules, you'd complete both attacks, regardless of what triggers those attacks may have caused. Here, the first attack could cause a trigger, that would then nest into the middle of rebel assault's abilities resolving.

  • @darweral1383
    @darweral1383 6 หลายเดือนก่อน

    The U-Wing example with the three Vanguard Aces might be incorrect. The "play for free" happens simultaneously, but the three Vanguard Aces triggers are put on halt till all three are in play, than each see the other two and the U-Wing as played, so each gets three Experience. Had to check that up but at least on Force Table it works that way.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +2

      I appreciate your comment! However, the example is correct. Forcetable does not have some rulings correct, unfortunately. Here are some of the relevant comp rules references for you:
      (7.6.12.F): If an ability creates multiple nested actions (e.g. “Attack with two units,” “Play three cards”), resolve each nested action sequentially.
      (8.27.7) Searched cards are not considered to leave the deck while searching. Cards chosen by a search are considered to be in the deck zone (but no longer in the deck) until they are put into a different zone by drawing, discarding, or playing them.
      U-Wing Reinforcement is a card that lets you "Play 3 cards". The Playing is the Nested Action, while the When Played are Nested Abilities. Thus, to resolve U-Wing Reinforcement, you must sequentially play all 3. While you are playing each one, the other cards are not in play - they are in the "Deck Zone", though not in the Deck itself any longer, until they are Played. And they cannot be played until we have resolved the previous nested actions.
      This ruling has full consensus on the SWU Discord as well :)

    • @darweral1383
      @darweral1383 6 หลายเดือนก่อน +1

      @@MaindeckGames thx for the clarification! :)

  • @misterchip1984
    @misterchip1984 6 หลายเดือนก่อน

    I need you to explain my taxes to me. Nice work sir.

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน +1

      Thanks so much, but we all have our limits 😅

  • @The_Hamdalorian
    @The_Hamdalorian 6 หลายเดือนก่อน

    This is kind of off topic but I had a question about Bendu, if you make your attack to get the discount on your next card but then Bendu dies before you get to play your next card, does the discount go away?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      The discount will not go away! Bendu's reduction is an example of a delayed effect, and delayed effects will happen regardless of whether the card that created them is in play when their timing to resolve comes up (7.7.4.D).

    • @The_Hamdalorian
      @The_Hamdalorian 6 หลายเดือนก่อน +1

      @@MaindeckGames awesome, thanks for the help again!

  • @robodude678
    @robodude678 6 หลายเดือนก่อน

    Just a question! Is there a limit to how many experience cards you can attach to a unit. It looks like no but i can't find anything definitive except for shields. Love the content by the way, its all helped me a lot!

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      There's no limit to experience or shields on units!

    • @robodude678
      @robodude678 6 หลายเดือนก่อน

      @@MaindeckGames I thought so! Some one i was against in a 1v1v1 had an AT-ST that was boosted to a 11-12. I won't let that happen again! Lost my Vader to it.

  • @Hubbabubbafett
    @Hubbabubbafett 6 หลายเดือนก่อน

    Really like these rules videos very helpful 👍🏻 I have a few questions on specific cards. Like does strike true deal “printed card” damage or what ever the buffed damage of your unit might be? And is greedo’s on defeat effect the top card of your deck? I would assume so but it’s not clearly stated 🤔

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      Strike True deals whatever the unit's *current* Power is, including any upgrades. And Greedo discards the TOP card of your deck, yep!

    • @Hubbabubbafett
      @Hubbabubbafett 6 หลายเดือนก่อน

      Great thank you so much 😊 man is it just me or is strike true super good and undervalued?

    • @MaindeckGames
      @MaindeckGames  6 หลายเดือนก่อน

      It's pretty good! Sometimes it's not so easy to have the unit you want in play - that's the biggest issue, but I think it's still probably better than people give it credit for. Definitely a great option in Mono-Command!