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Pin rulings question.

Last post 10-27-2009, 10:12 AM by skey23. 1 replies.
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  •  10-27-2009, 9:48 AM 1849405

    Pin rulings question.

    Hi again guys,

    Again a ruling I need from someone of sufficient judging level.

    Last tournament, a player played an ally and in response an opponent played 'pin' :-

    (1, instant ability, (honour 88-c), marksmanship-subtlty combo :- Target player cant play allies this turn)

    The person playing pin, argued that the ally played is interuppted and goes to the graveyard and any rescources used to play the ally remain exhusted.

    However, the official card referance for fields of honour clearly states :- Pin cant interrupt an already played ally card (and so you would usually play it during the targets 'start' phase.. Instant allies can be played in response.

    Also - Comprehensive rule 707.2 states - If at anytime during these steps, your unable to finish adding the link, the entire action is rewound, the gamestate reverts to the same game state before the action was attempted, and your return to having priority as you did before attempting to add the link.

    My understanding would be that :- Player plays ally, opponent plays pin as instant, Pin resolves, ally cant resolve so gamestate rewound, ally goes back to players had and any resources used to play are not exhausted, priorty returns to turn player.

    Is this correct?

    Many thanks again
    Martin
  •  10-27-2009, 10:12 AM 1849410 in reply to 1849405

    Re: Pin rulings question.

    Pin does not interrupt any Allies.

    There is a difference between being played and coming into play that players seem to misunderstand.

    Playing the Ally means to put that Ally card on the chain.  Once it resolves off the chain, that Ally comes into play.  Pin prevents a player from adding Ally cards to the chain, it does not prevent any Ally cards currently on the chain from resolving into play.  To prevent Ally cards currently on the chain from resolving into play, you would need to use an interrupt like Mystic Denial or Mind Freeze.

    So, if your opponent plays an Ally (aka adds it to the chain), and you then respond with Pin, nothing will happen to that Ally currently on the chain.  That Ally will still come into play but that opponent will not be able to play (aka add to the chain) any more Allies for the remainder of the turn.

    This is why the FAQ suggests that you play Pin at the start of the opponent's turn (right after their cards ready) in order to prevent them from ever being able to play an ally (aka add it to the chain).

    Simon Key

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