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Harrenhal
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7 Comments
Point to note that you can use this to put a dupe you've just drew into play and it wont die at the end of the phase. This is because when you initiate the effect the card in hand is classed as a character, as soon as it hits the board it attaches to the original character and becomes a duplicate. Since the lasting effect only kills ''that character'' it doesn't initiate
Corner cases where you want to discard for claim soak are all I can think of.
Got a query regarding Treachery and this card:
Having brought a character into play using Harrenhal, when the end of phase comes around, could you use Treachery to cancel the kill requirements?
(this is assuming the kill requirements falls under "the effect of a triggered location" that is being "initiated").
No. You have to cancel all of an effect or none of it (though costs are still paid even if an effect is cancelled). Using Harrenhal does something 'now' and something 'later', but it isn't two separate effects.
How does this card interact with Nightmares? It is clear that Treachery doesn't work because Treachery cancels the whole effect. However Nightmares will just blank the text.
Nightmares lasts "until the end of phase." This card is "at the end of the phase."
Rules Reference page 12: A lasting effect expires as soon as the timing point specified by its duration is reached. This means that an “until the end of the round†lasting effect expires just before an “at the end of the round†ability may initiate.
So Nightmares stops affecting the game before Harrenhal's ability finishes with killing the character.
Harrenhal also creates a lasting effect at its trigger, it doesn't need its text later for that effect to still happen.