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fun with Pain Conduit 
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Post fun with Pain Conduit
I have Evade equipped with Pain Conduit next to Figurine of Protection. Is there a window for endless strikes between the static text and the reacts?

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Tue Jul 14, 2015 2:42 pm
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Post Re: fun with Pain Conduit
Yes, you would get the strikes. How would you equip the item to evade?

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Wed Jul 15, 2015 10:18 am
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Post Re: fun with Pain Conduit
Well, there is a difference in speed in reacts and static text/rules of the game (not sure if I should have combined those two, but I did, so there). I think I would not get them, but I want a purple guy to rule.

as for how would I equip it/

With an elf, of course!! now, off with you to the spoiler! and then build a deck!

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Wed Jul 15, 2015 12:17 pm
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Post Re: fun with Pain Conduit
Viiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiic

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Wed Jul 15, 2015 12:20 pm
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Post Re: fun with Pain Conduit
it could go something like this:

Evade suffers a wound, opening a react window 1
Figurine reacts, opening a react window 2
Evade reacts, react resolves, strike, game checks state at end of react window, gives wound to evade via Pain Conduit.
Figurine reacts to wound, and we start all over.

If the game checks while evade has the wound, but before figurine can react (and this, I think is due to the speed of the game state check and the static text on the conduit) then evade has 1 wound and dies.

And this is not that hard to do out of an Elf Warlord with Phantasm, or any number of other cards that allow you to run Dwarves and Elves, living together, Mass Hysteria!

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Wed Jul 15, 2015 1:09 pm
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Post Re: fun with Pain Conduit
Wouldn't it be similar to the flamefang interaction? Flamefang would get to react an infinite amount of times as the wounds bounced between the dragon and the conduit wielder.

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Wed Jul 15, 2015 3:47 pm
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Post Re: fun with Pain Conduit
I don't think so, in that usually the two characters that are passing the wound have multiple hitpoints, and at some point the game has to stop and say "wait!! You have wounds that equal or exceed your hitpoints. To the knacker's yard for you!" I want to know when that is, because if it is when evade has the hot potato, then she dies and the cycle ends.

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Wed Jul 15, 2015 4:01 pm
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Post Re: fun with Pain Conduit
Oh. Evade DOES only have one hit point. Since Evade begins to die when she takes the wound, she would end up dying due to no other effect negating the dying process.

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Wed Jul 15, 2015 5:12 pm
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Post Re: fun with Pain Conduit
maybe.

see, it opens a window for a react to happen. Figurine reads "BEFORE" so the wounds are never suffered. In fact it redirects all wounds to the figurine. Pain Conduit then, as a static effect, reduces the wounds the figurine suffers by one, and then inflicts a wound on Evade.

So.

If you swing at Evade, inflict a wound, Figurine reacts and redirects it to itself, triggering the Evade react. It happens, but then the wound is reduced by one, and Pain conduit then Evade suffers a wound (which is a whole new wound which may allow this to work). This triggers Figurine's react, and it all starts over again.

I simply want to know, where in all of this madness does the game state check wounds vs. HP.

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Wed Jul 15, 2015 5:28 pm
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Post Re: fun with Pain Conduit
If the figurine states BEFORE then Evade would never have the wound and would get to react due to the figurine redirecting the wound to itself. It's Evades react triggering off the wounds redirection then since evade never has the wound you wouldn't ever check for dying/wounding legality. You would have infinite strikes.

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Wed Jul 15, 2015 5:36 pm
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Post Re: fun with Pain Conduit
Magerdanu wrote:
... since evade never has the wound you wouldn't ever check for dying/wounding legality. You would have infinite strikes.


So when do my opponent's characters die? When the game checks to see if they die, where is the wound on my side of the table? If it never checks, I strike forever, with no result.

See? That's why I want Purple guy in here, and not Barney.

:rulez:

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kthx.

Malexin wrote:
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Malexin wrote:
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Wed Jul 15, 2015 5:46 pm
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Post Re: fun with Pain Conduit
The redirection is an infinite combo, evade would make the strikes after the infinite resolves and if she survives the wound ending up on her. So, if I'm not mistaken, you declare the number of times the infinite happens, then each react gets resolved in turn, figurine pulls the wound, evade reacts making a strike, wound goes back to evade, figurine reacts again, static text pulls the wound back and then since reacts happen before static text your evade react would resolve before the wound lands on evade? That sounds mechanically correct, the blogspot doesn't have anything on the order of wounding/dying, just that dying can only be stopped once it starts by an effect that specifically prevents dying. Ring of resilience

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Wed Jul 15, 2015 6:16 pm
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Post Re: fun with Pain Conduit
From the Stickied Thread

Zaxdad wrote:
Attack and Melee strike sequence
Quote:
1. Declare Attack.
-- Play reacts to 'before costs'.
2. Pay costs.
-- Play reacts that make the action legal (such as Solus d'Ilchant).
-- Play reacts to 'after costs' (such as Exhaustion).
-- Play reacts to 'before performing an attack' (such as Twist the Blade).
3. Perform primary melee strike. See below.
4. Check whether the character has another strike available, and decide whether or not to make it.
-- Repeat 3 and 4 as needed.

Pretty straight-forward.

Now, the actual strikes...
(( Note that ranged strikes are the same sequence as well. ))

1. Play reacts to 'before the strike' (such as Make It Count).
-- Strike begins.
2. Play reacts to 'before targeting' (such as Dragon Pipes or Marksmanship).
-- Declare the target of the strike.
3. Play reacts to 'after targeting' (such as Alert or Defend).
4. Play reacts to 'before rolling' (such as The Slightest Cut).
-- Roll the die
5. Play reacts to 'after rolling' (such as Too Fast To See).
-- Determine if the strike hit.
6. Play reacts to 'after hitting' (such as Ranging Strike).
-- Determine how many wounds the strike will inflict.
7. Play reacts to 'before suffering/inflicting' (such as Rapid Regeneration).
-- Wound the character
8. Play reacts to 'after suffering/inflicting' (such as Frenzy).
-- The rules kick in and check if the number of wounds on the character equal his hit points. If so, the character is dying.
8a. Play reacts to 'before dying' (such as Beyond the Grave).
:: Character dies and leaves play.

8b. Play reacts to 'after dying' (such as Leveled!).
-- Strike ends.
9. Play reacts to 'after the strike' (such as No Prisoners or Riposte).


Bold on "8" and "8a" are mine, showing the opposing character dies within the strike sequence itself. Yay. It is infinite, I do believe. Never gonna build the deck, though.

Or maybe.... Woodrow? You wanna give this a shot in the Jank forum?

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Malexin wrote:
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Wed Jul 15, 2015 6:23 pm
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Post Re: fun with Pain Conduit
Mirror magic?

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Wed Jul 15, 2015 6:29 pm
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Post Re: fun with Pain Conduit
Magerdanu wrote:


:?:

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kthx.

Malexin wrote:
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Malexin wrote:
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Wed Jul 15, 2015 6:47 pm
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