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Author Topic: NRD1 - Wave 10 Spoilers - Jericho, Orton, MVP, Morrison, Noble  (Read 7374 times)
BrysonYuzyk
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« on: August 01, 2008, 06:22:16 PM »

199/300
Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
When a card is reversed during your opponent's turn his turn does not end.
After you reverse a card, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

200/300
The Highlight Reel (Chris Jericho Logo)
Pre-match Object
After the Pre-match phase, before the first turn of the game, you may look at your opponent’s hand.  If you do, reveal any number of cards that are not non-Hybrid Reversals from your hand, shuffle those cards into your Arsenal, and draw that many cards.
Unique
F: 0      D: 0

201/300
The Codebreaker (Chris Jericho Logo)
Mid-match Reversal: Special
Can only be played after a successfully played maneuver of 10D or greater, after damage has been applied and only if you do not reverse it from your Arsenal.  End your opponent's turn.
Unique
HEAD
F: 10      D: 8

202/300
The Walls of Jericho (Chris Jericho Logo)
Trademark Finisher
Maintainable.
This card is +10D when played after a Superstar Specific card or if the last card played on your opponent's turn was a Superstar Specific card you control and this is the first card played of your turn.
Unique
BACK
F: 30      D: 20

203/300
Lionsault (Chris Jericho Logo)
High Risk / Reversal: High Risk
As a maneuver, can only be played after a successfully played maneuver.
As a reversal, reverse any High Risk, and this card is -5D.
Unique
TORSO
F: 5      D: 10

204/300
Don’t You Never ... Eeeever! (Chris Jericho Logo)
Action
If your opponent plays a maneuver and this card is in your Ring, remove this card from the game and that maneuver may be reversed as if it were any maneuver type.
Unique
F: 7      D: 0

205/300
Randy Orton (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
If a card or effect you control would have you discard any number of cards, you may then remove one card in your Ringside from the game.  If you do, shuffle one card from your Ringside into your Arsenal and your opponent chooses one card in your Ringside and adds it to your hand.

206/300
It’s My Destiny! (Randy Orton Logo)
Pre-match Event
Once during each of your turns, before your Draw Segment, you may discard 1 card.
Unique
F: 0      D: 0

207/300
One Man Dynasty (Randy Orton Logo)
Mid-match Action
If your opponent’s Superstar Value is less than your Superstar Value, your next non-Superstar-Specific card played this turn is Unstoppable.
When this card is in your Ring, your first card played each turn is -#F, where # is equal to your opponent’s Superstar Value.
Unique
F: 5      D: 0

208/300
The Legend Killer (Randy Orton Logo)
Strike
Can only be played after a 5D or greater maneuver.
Unique
RMS
HEAD
SV: 4
F: 0      D: 60

209/300
RKO (Randy Orton Logo)
Trademark Finisher / Reversal: Special
As a maneuver, this card is -5F and can only be played after a successfully played maneuver.
As a reversal, reverse any non-Trademark-Finisher maneuver, and this card is +5D.
Unique
HEAD
SV: 3
F: 30      D: 20

210/300
Age of Orton (Randy Orton Logo)
Reversal: Special / Action
As a reversal, reverse any non-Unique card.
As an action, search your Arsenal for a Superstar Specific card, reveal it to your opponent, put it in your hand and shuffle your Arsenal.
Unique
F: 15      D: 5

235/300
Montel Vontavious Porter (Superstar Card)
Starting Hand Size: 9
Superstar Value: 3
Superstar Ability:
During your opponent’s Draw Segment, draw 1 card.

236/300
One ... Two ... You Hear the Clock Tickin’? (MVP Logo)
Pre-match Event
Your opponent skips his first turn of the match.
Unique
F: 0      D: 0

237/300
The Highest Paid Athlete in Sports Entertainment (MVP Logo)
Mid-match Action
Draw cards until you have cards in hand equal to your opponent’s Starting Hand Size +1.
This card is +#F, where # is equal to your opponent’s Starting Hand Size.
Unique
F: 0      D: 0

238/300
Shining Black (MVP Logo)
Trademark Finisher
Can only be played if you have more cards in your hand than your opponent.
Your opponent discards his hand.
Discard cards equal to the number of cards your opponent discarded and after damage has been applied end your turn.
Unique
HEAD
SV: 2
F: 30      D: 20

239/300
The Player’s Boot (MVP Logo)
Strike / Reversal: Special
As a maneuver, can only be played if you have more cards in your hand than your opponent.
As a reversal, this card is +4F and -4D.  Reverse any Set-up and end your opponent’s turn.
Unique
HEAD
SV: 2
F: 5      D: 9

240/300
No Contract, No Contact (MVP Logo)
Action
Can only be played if you have played no other cards this turn.
Neither player may play maneuvers until the beginning of your next turn.
Unique
F: 3      D: 0

247/300
John Morrison (Superstar Card)
Starting Hand Size: 7
Superstar Value: 3
Superstar Ability:
During your turn, you may discard a card from your Backlash.  If you do, choose a non-Hybrid maneuver in your Ringside and put it into your Hand.

248/300
Now Listen...This Ain't No Make Believe! (John Morrison Logo)
Pre-match Event
When this card is in your Ring, you may not play Mid-match cards and you may choose any card in your Ringside for the purposes of your Superstar Ability.
(ACE) During your turn, if this card is in your Ring you may reveal your Backlash and discard all Pre-match cards.  If you do, put this card into your Ringside.
(ACE) During your turn, if this card is in your Ringside you may remove all non-Hybrid maneuvers in your Ringside from the game.  If you do, put this card into your Ring.
Unique
F: 0      D: 0

249/300
The Shaman of Sexy (John Morrison Logo)
Mid-match Reversal: Special
If your opponent’s Fortitude Rating is greater than yours, reverse any non-Unique card and end your opponent’s turn.
Unique
F: 7      D: 1

250/300
The Moonlight Drive (John Morrison Logo)
Trademark Finisher
Can only be played if you reversed a card to end your opponent’s last turn and this is the first card played of your turn.
If you move this card from your Ringside to your Hand with your Superstar Ability and you have played no cards this turn, this card is +10D until the end of this turn.
Unique
HEAD
SV: 3
F: 30      D: 20

251/300
...Thanks Miz. (John Morrison Logo)
Reversal: Special: Run-in
Reverse any non-Unique, non-Set-up Action.
Unique
F: 5      D: 2

252/300
Too Much Wastin’ Time... (John Morrison Logo)
Action / Reversal: Special
As an action, after this card is successfully played, you are considered to have played no cards this turn.
As a reversal, if your opponent has successfully played an Action or ACE this turn, reverse any Action or ACE.
Unique
F: 2      D: 0

289/300
Jamie Noble (Superstar Card)
Starting Hand Size: 6
Superstar Value: 1
Superstar Ability:
When your opponent successfully plays a maneuver, after damage has been applied, you may put 1 card from your Ringside into your Hand.

290/300
I'm Jamie Noble, Boy! (Jamie Noble Logo)
Pre-match Event
Your opponent's Starting Hand Size is +1.
When this card is in your Ring, if your Fortitude Rating is less than your opponent's Fortitude Rating, you may put this card into your Ringside and search your Arsenal for 2 cards, put them into your Hand, and shuffle your Arsenal.
Unique
F: 0      D: 0

291/300
A 100% Genuine Leprechaun Trap (Jamie Noble Logo)
Mid-match Action: Foreign Object
When this card is in your Ring, if you reverse a card from the Arsenal, you may put the reversal face-down under this card.
When this card is in your Ring, you may put this card into your Ringside and shuffle all cards under this card into your Arsenal.
If this card is moved from your Ring, put all cards under it into your Ringside.
Unique
F: 5      D: 0

292/300
The Trailer Hitch (Jamie Noble Logo)
Trademark Finisher / Reversal: Submission
Maintainable.
As a reversal, reverse any Submission.
Unique
LEGS
F: 25      D: 15

293/300
Don't You Ever Eyeball Me! (Jamie Noble Logo)
Reversal: Special
When this card is in your Ringside, before your Draw Segment, you may shuffle it into your Arsenal.
When overturned, reverse any non-Trademark-Finisher maneuver.
Unique
F: 0      D: 0

294/300
Virginian Gutbuster (Jamie Noble Logo)
Grapple / Action
As an action, this card is -10F and -10D.  Discard this card and draw 2 cards.
Unique
TORSO
SV: 1
F: 15      D: 10
« Last Edit: August 14, 2008, 09:50:38 PM by BrysonYuzyk » Logged

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BrysonYuzyk
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« Reply #1 on: August 01, 2008, 06:23:30 PM »

in b4 "orton'sbroken"

Orton's not broken.

Yes, I can count.

No, Orton's not broken.

Yes, I'm still sane.

No, Orton's not broken.

...stop asking.
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« Reply #2 on: August 01, 2008, 06:28:32 PM »

I think I am more confused by Jericho  Embarrassed
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« Reply #3 on: August 01, 2008, 06:37:45 PM »

wow. once again all of these are awesome!!! orton, mvp, and jericho are flipping sweet!!!
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BrysonYuzyk
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« Reply #4 on: August 01, 2008, 06:38:30 PM »

I think I am more confused by Jericho  Embarrassed

What are you finding confusing, good sir?
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« Reply #5 on: August 01, 2008, 06:39:17 PM »

Eek, I'm not a fan of complicated abilities so I'm not as fond of this set of spoilers.  I agree with Jayson in that Jericho looks very very confusing.  I'm more concerned with MVP than Orton.  He starts with a handsize of 9, gets to "draw" 2 cards a turn, and has The Highest Paid Athlete in Sports Entertainment on tap to refill his hand if he (ever) depletes it?
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« Reply #6 on: August 01, 2008, 06:42:17 PM »

jericho is not confusing at all imo. basically it goes like this: jericho plays a reversal to a grapple. HOWEVER, his opponent's turn does not end and he in turn is able to play a grapple maneuver and his opponent can stop it as normal. jericho though cant play a strike after he reverses a grapple, etc.
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BrysonYuzyk
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« Reply #7 on: August 01, 2008, 06:44:09 PM »

Eek, I'm not a fan of complicated abilities so I'm not as fond of this set of spoilers.  I agree with Jayson in that Jericho looks very very confusing.  I'm more concerned with MVP than Orton.  He starts with a handsize of 9, gets to "draw" 2 cards a turn, and has The Highest Paid Athlete in Sports Entertainment on tap to refill his hand if he (ever) depletes it?

Jericho's ability is actually very simple if you break it down.

Here:

199/300
Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

Part 1 is pretty self explanatory.  If a reversal played would end your opponent's turn, it doesn't.

After you reverse a card (let's say you reverse a Maneuver), you can then play a Maneuver from your hand and it's -5F for each Reversal played.

The '...your opponent may respond to it as normal.' is necessary because you can't normally play reversals on your own turn.

Regardless of if your opponent reverses it or doesn't reverse it, it goes back to being his turn.

Etc.

If you have trouble thinking about it, visualize the 'Reversal' trait in UFS.

jericho is not confusing at all imo. basically it goes like this: jericho plays a reversal to a grapple. HOWEVER, his opponent's turn does not end and he in turn is able to play a grapple maneuver and his opponent can stop it as normal. jericho though cant play a strike after he reverses a grapple, etc.

"Card Type" is Maneuver, Reversal, Action and Pre-match.  You CAN play a Strike after reversing a Grapple, you just can't play an Action.
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« Reply #8 on: August 01, 2008, 06:53:01 PM »

jericho is not confusing at all imo. basically it goes like this: jericho plays a reversal to a grapple. HOWEVER, his opponent's turn does not end and he in turn is able to play a grapple maneuver and his opponent can stop it as normal. jericho though cant play a strike after he reverses a grapple, etc.

Alright let's set up some scenarios.  Let's use CM Punk vs. Jericho.

Scenario 1:

CM Punk: Chin Lock
Jericho: Reach for the Ropes (CM Punk's turn does not end)
Jericho: Can play a Maneuver, so he plays a Chop.  CM Punk does not reverse and all damage applied without overturning applicable reversal.

It is now still CM Punk's turn and he gets to play his next card, yes?

Scenario 2:

CM Punk: Chin Lock
Jericho: Reach for the Ropes
Jericho: Hammerlock
CM Punk: Reverses (by whatever means)

It is now still CM Punk's turn and he gets to play his next card, yes?

Scenario 3:

CM Punk: Chin Lock
Jericho: Reach for the Ropes (first reversal of the turn)
Jericho: Chop
CM Punk: Step Aside (second reversal of the turn)
CM Punk: Assuming from the previous scenarios that it's still CM Punk's turn to play a card, CM Punk plays an Arm Bar.
Jericho: Elbow to the Face (third reversal of the turn).  CM Punk takes 2 from the Elbow.
Jericho: Because there have been 3 Reversals played this turn, by any player, Jericho's next "out of turn" maneuver is at -15F.  He plays DDT.
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« Reply #9 on: August 01, 2008, 06:56:19 PM »

Eek...some more weirdness.

CM Punk vs. Jericho again

CM Punk: Arm Bar
Jericho: Reach for the Ropes
Jericho: (On CM Punk's turn) Chop.  CM Punk does not reverse.

Can CM Punk now play From the Top Rope?  Since it just says "Can only be played after a successfully played maneuver" and does not specify which player that maneuver had to belong to.

From the Top Rope
Action: Set-up
Can only be played after a successfully played maneuver or if you reversed a card from your Hand or Backlash to end your opponent's last turn and this is the first card played of your turn.
Search your Arsenal for 1 High Risk, reveal it to your opponent, put it into your hand and shuffle your Arsenal.  If your next card played this turn is a High Risk, you may ignore the “Can only be played...” text and it is +5D and +2SV.
Unlimited
F: 7      D: 0
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« Reply #10 on: August 01, 2008, 06:58:28 PM »

Alright let's set up some scenarios.  Let's use CM Punk vs. Jericho.

Scenario 1:

CM Punk: Chin Lock
Jericho: Reach for the Ropes (CM Punk's turn does not end)
Jericho: Can play a Maneuver, so he plays a Chop.  CM Punk does not reverse and all damage applied without overturning applicable reversal.

It is now still CM Punk's turn and he gets to play his next card, yes?

Yes.

Scenario 2:

CM Punk: Chin Lock
Jericho: Reach for the Ropes
Jericho: Hammerlock
CM Punk: Reverses (by whatever means)

It is now still CM Punk's turn and he gets to play his next card, yes?

Yes.

Scenario 3:

CM Punk: Chin Lock
Jericho: Reach for the Ropes (first reversal of the turn)
Jericho: Chop
CM Punk: Step Aside (second reversal of the turn)
CM Punk: Assuming from the previous scenarios that it's still CM Punk's turn to play a card, CM Punk plays an Arm Bar.
Jericho: Elbow to the Face (third reversal of the turn).  CM Punk takes 2 from the Elbow.
Jericho: Because there have been 3 Reversals played this turn, by any player, Jericho's next "out of turn" maneuver is at -15F.  He plays DDT.

Yes.

Eek...some more weirdness.

CM Punk vs. Jericho again

CM Punk: Arm Bar
Jericho: Reach for the Ropes
Jericho: (On CM Punk's turn) Chop.  CM Punk does not reverse.

Can CM Punk now play From the Top Rope?  Since it just says "Can only be played after a successfully played maneuver" and does not specify which player that maneuver had to belong to.

From the Top Rope
Action: Set-up
Can only be played after a successfully played maneuver or if you reversed a card from your Hand or Backlash to end your opponent's last turn and this is the first card played of your turn.
Search your Arsenal for 1 High Risk, reveal it to your opponent, put it into your hand and shuffle your Arsenal.  If your next card played this turn is a High Risk, you may ignore the “Can only be played...” text and it is +5D and +2SV.
Unlimited
F: 7      D: 0

No.

At least, the /intent/ is to be No.

If the phrasing is problematic, we'll have to let CREED have at it.

+10 DKP for inventive scenarios!
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« Reply #11 on: August 01, 2008, 07:00:27 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?
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« Reply #12 on: August 01, 2008, 07:01:59 PM »

Quote
+10 DKP for inventive scenarios!

Sweet.  That's what I'm here for Grin

See, this is why I applied to be a technical writer!
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« Reply #13 on: August 01, 2008, 07:02:56 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

So Over Sell doesn't end Punk's turn.

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

Over Sell is not reversing and thus does not grant Jericho a counter-move.
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« Reply #14 on: August 01, 2008, 07:06:22 PM »

Also using the example of "From The Tope Rope", I presume it is never possible for Jericho to complete the "if you reversed a card from your Hand or Backlash to end your opponent's last turn" text, as his reversals don't end his opponent's turn.
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« Reply #15 on: August 01, 2008, 07:08:28 PM »

Also using the example of "From The Tope Rope", I presume it is never possible for Jericho to complete the "if you reversed a card from your Hand or Backlash to end your opponent's last turn" text, as his reversals don't end his opponent's turn.

Correct. It also obsoletes High Flier Jericho unless you really want a style that has no benefit besides the cards it allows to be packed.
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« Reply #16 on: August 01, 2008, 07:09:08 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

So Over Sell doesn't end Punk's turn.

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

Over Sell is not reversing and thus does not grant Jericho a counter-move.

So by your logic (which I agree with), when Jericho plays Oversell he'll not only have to overturn all the damage due to Oversell (and draw 2, hooray), his opponent's turn will not end AND he won't be able to play a counter move.  In other words, Jericho probably shouldn't play Oversell  Roll Eyes
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« Reply #17 on: August 01, 2008, 07:13:29 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

So Over Sell doesn't end Punk's turn.

Incorrect.

Oversell doesn't count as a 'reversal', which is why you can traditionally play it against cards that cannot be reversed.

If Jericho Oversells something, his opponent's turn ends as normal.

If Jericho's ability said 'Reversal cards played...' then it would count Oversell.

At least, this is the intent.
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« Reply #18 on: August 01, 2008, 07:15:52 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

So Over Sell doesn't end Punk's turn.

Incorrect.

Oversell doesn't count as a 'reversal', which is why you can traditionally play it against cards that cannot be reversed.

If Jericho Oversells something, his opponent's turn ends as normal.

If Jericho's ability said 'Reversal cards played...' then it would count Oversell.

At least, this is the intent.

Hmm, interesting. Did you work with Creed on the wording? I'd think it's less than optimal to the name of a card type in that situation if it's not all inclusive.
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« Reply #19 on: August 01, 2008, 07:19:04 PM »

Since we have the scenarios going, I'll toss one out.

Jericho vs. Punk

Punk: Armbar
Jericho: Oversell

What happens here? Can Chris play a move? Does Punk's turn continue?

Chris Jericho (Superstar Card)
Starting Hand Size: 7
Superstar Value: 4
Superstar Ability:
Reversals played during your opponent's turn do not end his turn.
After you reverse a card or effect, if it is still your opponent's turn you may play a card of the same type as the card Reversed.  If you do, it is -5F for each Reversal played this turn, and your opponent may respond to it as normal.

So Over Sell doesn't end Punk's turn.

Incorrect.

Oversell doesn't count as a 'reversal', which is why you can traditionally play it against cards that cannot be reversed.

If Jericho Oversells something, his opponent's turn ends as normal.

If Jericho's ability said 'Reversal cards played...' then it would count Oversell.

At least, this is the intent.
That was the logic that I was following, thank you for clearing this up.
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« Reply #20 on: August 01, 2008, 07:21:19 PM »

The fix:

"When you reverse a card during your opponent's turn, his turn does not end."

Removes the ambiguity around Over Sell and clarifies the intent of the ruling.
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« Reply #21 on: August 01, 2008, 07:26:53 PM »

I love Jericho, MVP, and all of them.  I might have to print out like 25 copies of all of the most used cards, because I have 1,000 different decks running through my head. I am pumped about this. I can't wait to play. I downloaded Lackey, but have not found a Raw Deal update for it. When will the NRD patch for Lackey be ready and where can I get the URL?
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« Reply #22 on: August 01, 2008, 07:30:18 PM »

CM Punk has Study the Tapes out.  It's his turn and he activates the ACE.  Jericho reverses with Don't Try This At Home.  Can Jericho now play a pre-match...?
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« Reply #23 on: August 01, 2008, 07:40:50 PM »

By the way, releasing Jericho and Orton together in the spoilers was totally a conspiracy to confuse the players and distract from how broken Orton is Grin </sarcasm>

But seriously...what do people think about MVP?  I think his uber drawing + starting hand size + uber drawing mid-match is too much.
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« Reply #24 on: August 01, 2008, 07:44:40 PM »

Let him draw himself out. He will have problems against stall decks like Flair or Hornswoggle. Play your cards right and MVP will have a 30 hand size and be drawing himself out.
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