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Comes into play abilities and teaming-up
Topic Started: Oct 13 2012, 09:30 AM (183 Views)
Nau
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I have a question about the timing with comes into play abilities and reacting to them with a team-up.

For example, I have a board of Ape X (Squadron Supreme) and I recruit Yellowjacket (Masters of Evil) with boost.: "When Yellowjacket comes into play, search your deck for a Masters of Evil character card with cost 2 or less, reveal it, put it into your hand, and shuffle your deck. Gain 1 resource point."

Is it possible, while the ability is on the chain, to flip a team-up in response teaming up Squadron and Masters of Evil, and ending up searching for a Shape, which would now be a Masters of Evil 2 drop as well ?

I believe this is the case, but I am not completely sure, so if anyone can confirm it it would be great.
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Drstrange
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Yes you can indeed. Yellowjacket entering play triggers her effect and that is put on the chain. The primary player gets priority first to respond (with your team-up in this case).
Ending up (after passing) with the Team-up resolving before Yellowjacket and you being able to search for Shape.
Edited by Drstrange, Oct 13 2012, 11:31 AM.
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kariggi
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Dr. Strange is of course correct in this instances and most, but I would like to take a moment to look at a few similar instances where this would not be the case.

For instance if an effect were to require you to target a character of a given affiliation. Since i can't think this morning off my head say.

When BS comes into play another target BS-Team-guy gets 10 +1/+1 counters.
In this instance you could not make the team-up in time because BS's effect looks for a character with the BS team affiliation when it comes into play to target. Targets must be legal when they are declared, and there is no point at which you can flip the team-up between when your recruitment resolves, giving you control over a BS character to team up with, and his come into play effect looks for a "legal" target.


hope that helps and doesn't further confuse.
Edited by kariggi, Oct 13 2012, 03:44 PM.
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OMB
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For a little further clarification of kariggi's example here is a character where you can't chain a team-up:
Quote:
 
Thing, The Ever-Lovin' Blue-Eyed Thing (MVL-181U, MOR-064U)
Character, 7, Fantastic Four, 16/16
When Thing enters play, if you control another [Fantastic Four] character, return each opposing character with cost 3 or less to its owner's hand
Note the bold text. Powers worded this way are known as "double-check" triggered effects.
Quote:
 
502.1c Some triggered powers have a conditional clause immediately after the trigger event, set off by commas. Such powers are called "double-check" powers. A double-check power triggers only if its condition is true. Its effect is negated if its condition is no longer true on resolution.

Example: You control Xavier's Dream, which reads, "At the start of the recovery phase, if there are no stunned characters in play, you may discard an X-Men character card from your hand. If you do, put a dream counter on Xavier's Dream." You also control a stunned character. At the start of the recovery phase, Xavier's Dream's power will not trigger.
Because of the checks associated with this type of trigger you cannot flip a team-up in response to 7 drop Thing coming into play since you will have already missed his trigger opportunity. Additionally, if he is teamed up and something destroys your team-up(s) before his effect resolves in a way that leaves him as the only FF character his effect will be negated.
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