#Missed Might Trigger

1 messages · Page 1 of 1 (latest)

fierce rock
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Tyler begins the turn with a Might token, doesn't acknowledge the trigger at the start of turn, attacks with GA but no on hit, Nic doesn't block and takes 6 damage, Tyler attacks a second time and then notices the Might token. "Oh, the Might should have done an extra damage on the first attack" he says and Nic calls judge.

I'm assuming the trigger has definitely been missed at that point. My question is, what happens to the Might token? Instinct says it should be destroyed but shouldn't grant the extra damage, but then it feels like you're applying half a trigger...

rain yoke
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If there's no block, then no information has been gained by Tyler. I would rewind to the beginning of turn here.

candid summit
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Isn't rewinding to the beginning of turn too far here? The turn player gained info regarding how the non turn player planned on blocking.

I agree a rewind is an appropriate fix, but I would suggest a rewind to the defend step of the attack. Now that both players understand it's 7 power not 6 we can decide on blocking or not.

Going back to the start of the turn allows a deviation based on information gained and we should avoid that.

rain yoke
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It's tough because Tyler may have played a different card knowing the might token, though if they do, Nic still has knowledge of the first card played. Might be more messy.
I rewinding to the layer step for the attack retroactively popping might does make sense.

candid summit
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Another partial fix that we can apply is just to deduct 1 life from the non turn player.
This fix obviously takes away the agency to block from the non turn player. And isn't appropriate in situations where 1 damage would be lethal or cross some kind of threshold etc.

Which is why I err towards a rewind. But when rewinding we should avoid giving the player who made the mistake an advantage.

rain yoke
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Just deducting life feels innappropriate unless Nic consents

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I see it as a shortcut of a rewind

candid summit
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Agreed, but if both players agree it's basically just shortcutting the rewind fix.

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The last option I guess would be to just put the Might trigger onto the Stack with the gamestate in the current form. Just have it applied to the next attack.

hushed iris
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I would say missed trigger caution to Tyler. Might token disappears

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I don’t like to rewind as I would definitely change my plan knowing the opponent doesn’t want to block this turn. Therefore I could assume the same might be said for Tyler and would not rewind

rain yoke
hushed iris
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May understanding of the correct terminology may not be the best so please help me understand if so.

Does “the effect had been triggered but failed to resolve” not mean the same thing I was saying? It just goes bye bye.

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After reading that section though I would say a more appropriate fix would be to apply the might to the previous attack and have Nic take one additional point of damage. I however will say I disagree with that ruling.

rain yoke
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The effect here includes the "destroy" aspect

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so failing to resolve the effect would also fail to destroy the token

hushed iris
sleek sedge
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It's totally acceptable to just remove the token as a partial fix if you think you can't rewind the state. Partial fix let judge a lot of flexibility.

It has been explicitly stated when policy move from the previous concept of beneficial/detrimental trigger and the "choose to put trigger on the stack or not".

Better than leaving the token and see the player play cast bones right away, even if this solution does also fulfill the policy.