Hi All,
This is going to be a bit of a mega-answer to a number of different uncertainties I've seen on this forum lately. It seems wiser to answer them all comprehensively in one place so this thread can be easily referenced, rather than answer them piece by piece in other threads.
I) PRIORITY
Let's start with priority, which can be either a simple or a compex subject depending on how you choose to look at it. The simplest way is to imagine priority is a baton - a "priority stick" if you will - and that stick gets passed around from player to player. If you're holding that stick, you have priority, and NOBODY (not even the turn player) can take it away from you without your permission.
In other words, it doesn't matter whose turn it is, or what's on the chain, if you're holding the stick, you have priority. Once you understand this foundation, all you have to learn is how the stick moves around from player to player. There are only 4 rules:
1) After a priority window opens, the turn player is first to get the stick.
As discussed elsewhere, priority windows are the game intervals during which players can add things to the chain. Generally, a new window opens every time there is a phase/step transition. Here's an outline of a turn:
a) The ready step has a priority window. This is the first window of a turn.
b) The draw step has a priority window.
c) The action phase has a priority window before the first combat step.
d) Each combat step has TWO priority windows - attacker and defender.
* Note that all players can add to the chain during an attacker window, not just the attacking player, and that all players can add to the chain during a defender window, not just the defending player.
* Note also that weapon strike costs can only be paid during a defender window.
e) If there is at least one combat step, the action phase has a priority window after the last combat step. If there are multiple combat steps, the action phase has a priority window between each.
f) The end phase has a priority window before the wrap-up step. This is the last window of a turn.
g) The wrap-up step has no priority window.
2) After a player with priority adds something to the chain, he keeps the stick.
3) After a player with priority chooses to pass priority, the stick passes left.
4) After all players pass in succession, the card/effect most recently added to the chain resolves, then the TURN PLAYER gets the stick, regardless of whose card/effect just resolved, or what else is still on the chain.
a) After all players pass in succession on an empty chain, the priority window closes.
II) TRIGGERED EFFECTS
1) Just before any player would get priority, any "waiting" effects that have triggered but have not yet been added to the chain are added to the chain.
2) If there are multiple effects controlled by multiple players then:
a) First, the turn player's effects all go on the chain in the order of his choice, then the next player clockwise chooses the order in which his triggered effects go on the chain, and so on.
b) The turn player can't choose to put another player's effect on the chain before his own, or choose the order of another player's effects.
c) No player gets priority until ALL waiting triggered effects have been added to the chain.
3) In the case of a card like Fireball, the player who played the Fireball is the controller of its triggered effect, not the player whose hero it's attached to.
4) In the case of an opponent's Corruption attached to your Masten Everspirit:
If Masten is destroyed on your turn, his effect goes on the chain first, then Corruption's, so Corruption's resolves first after successive passes. If you have no cards in hand as it resolves, it does nothing. Then, after successive passes, you put Masten into your hand as his effect resolves.
If Masten is destroyed on your opponent's turn, Corruption's effect goes on the chain first, then Masten's, so Masten's resolves first after successive passes. As it does, you put Masten into your hand. Then, after successive passes, Corruption's effect resolves, requiring you to discard a card. If Masten is the only card in your hand at that time, you must discard it.
Thanks!
PR
paul_ross@upperdeck.com
UDE TCG Rules