Dagger / Horrid Reality Interaction
What happens at the end of a combat if you Horrid Reality a Dagger and throw it as your Strike? I'm assuming you'll keep it, because when the Burn clause from Horrid Reality triggers, it's not a Weapon, or in play. After the Action, it turns 'back into' a Dagger, and you end up keeping it.
Is this right?
Dagger
Melee weapon. Cold iron.
You may put a second Dagger from your hand or ash heap on this minion when you equip this Dagger from your hand. Strike: strength+1 damage. Alternatively, strike: strength ranged damage and, after strike resolution, put this weapon out of play until the end of the action. Burn this weapon if any damage from it is prevented.
Horrid Reality
Only usable before range is determined in combat.
[chi] Equip this minion with the first weapon you find in your library (working down from the top). This weapon does not contest any card in play. Do not pay the cost for this weapon. Shuffle afterward. At the end of the combat, burn the weapon if it is still in play.
[CHI] As above, but return the equipment to your library at the end of combat if it is still in play. Shuffle afterward.
Dave Knowles (Advanced)
Sabbat Bishop of Manchester
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groups.google.com/d/msg/rec.games.trading-cards.jyhad/pL63VXEPGME/n2dEkxwYyjcJ
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So in this case, you're effectively forced (say it's the only Dagger in your deck, and you have multiple Horrid Reality ) to keep the Dagger!
Dave Knowles (Advanced)
Sabbat Bishop of Manchester
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Hmpf, you're right (though I never had an official answer to the Freak Drive + Taste of Vitae question )Shockwave wrote: You actually can't in this case, the Dagger text triggers at the end of the action, the Horrid Reality text triggers at the end of the combat.
So in this case, you're effectively forced (say it's the only Dagger in your deck, and you have multiple Horrid Reality ) to keep the Dagger!
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Ankha wrote: Hmpf, you're right (though I never had an official answer to the Freak Drive + Taste of Vitae question )
That's just simple application of the rules.
Freak Drive can't be played in combat.
Rulebook, 6.4 wrote: The only minion cards that can be played during combat are combat cards (unless a card states otherwise, of course).
So if you've legally played Freak Drive, you're after combat:
www.vekn.net/index.php/general-rulings
That page wrote: Combat occurs as part of the block - not after the block. (So Cats' Guidance and Freak Drive are played after the combat, not before). [RTR 19980623]
Since you're outside combat, you can't play Taste of Vitae.
The main minion card that does define an exception allowing itself to be played in combat is Legacy of Power:
Only usable when another vampire you control enters combat. Tap this reacting vampire and end combat. Each of the vampires involved in that combat goes to torpor.
As I recall, LSJ had stated that he wanted to fix this with an MRP change if the situation ever arose - probably to something like "... is about to... ; combat does not occur." But accidentally overlooked it when the Tenth Anniversary Tins were created, and it's not like it's ever been an uber-pressing issue.
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