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Flying high question....
Topic Started: Apr 7 2009, 06:10 PM (365 Views)
punkazzinc
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Regular
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So lemme ask a question. Flying High states:

Play only if you control a [Team Superman Icon] defender. Remove from the game all attackers and equipment equipped to them, then return them to play equipped with the same equipment.

Now this resets the attack and all modifiers from the attack that was happening. Does this also reset modifiers such as Flying Kick/Mega Blast? Those that state whenever target character attacks this turn blah blah blah. When it's removed from play and comes back into play isn't it a completely new object independent of other modifiers that occurred before it changed zones?

I know rule 215.3 states:
As a card changes zones, remove all counters from it.

But that's not really a basis for an argument. Just wondering. And can anyone explain exactly what the hell 52 does? Like I'm a six year old please. [grin]
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Canadian Bacon
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Yeah it would cancel out any for the turn pumps just for the reason you stated.

As for what 52 does:

Quote:
 
52
Plot Twist, Cost: 5
Negate target recruit effect with cost 2 or less.


Basically when you recruit a character, a recruit effect goes on the chain. If you play this when an opponent (or you if you want) has a recruit effect on the chain for a character with a cost of 2 or less then you can negate it and they go to the KO'd pile.
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punkazzinc
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cool cool. Thanks.
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bkwrds
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52 also works with equipment. Equipment also has a "recruit effect" when recruited.

EDIT: Equip has to cost less than 2, obviously.
Edited by bkwrds, Apr 7 2009, 06:29 PM.
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Orange_Soda_Man
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Yolo Boros
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How does this interact with boost type characters, like Superman Batman robots / Shield dude?
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Canadian Bacon
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Orange_Soda_Man
Apr 8 2009, 03:48 AM
How does this interact with boost type characters, like Superman Batman robots / Shield dude?
You wouldn't be able to boost the characters. This is because boost is worded as followed (paraphrased):

As an additional cost to play <this card>, do <this>. If you do, <this happens>.

You're not actually "playing" the card so you cannot pay the additional cost and hence do not get the bonus of doing so.


EDIT: Sorry I think I misunderstood. But since you would have already paid the cost to play the card and 52 negates the recruit effect, you would not get the boost effect either.
Edited by Canadian Bacon, Apr 8 2009, 01:06 PM.
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