Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Trust Me
Submitted
Darksbane
, Jul 19 2013 03:46 AM | Last updated Jul 19 2013 03:57 AM
![]() |
Trust MeType: Objective Faction: Light Smugglers and Spies Cloud City. Smugglers and Spies affiliation only. Interrupt: When an event card is played, deal 2 damage to this objective to cancel that event card's effects. Health: 5 Resources Generated: 2 Block Number: 71 - 1 of 6 Set: Edge of Darkness Number: 327 Illustrator: Ralph McQuarrie |
9 Scruffy Looking Nerf Herders have rated this card!
|
|
Other Cards in Block 71 | |
---|---|
Block Stats:
# Units: 2 Total Cost: 9 Average Cost: 1.8 Total Force Icons: 6 Average Force Icons: 1.2 |
|
Recent Decks Using This Card: |
Star Wars and all associated elements are © 2011 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
15 Comments
Nate: "You can attempt to deal 2 damage to the objective, but as per the rule on page 21 (under damage), damage in excess of a card's damage capacity is ignored. Because of this, the (full) cost of the cancel effect is not successfully paid, and the effect does not occur."
I found myself in a situation where I had just played Sliced In to place The False Report on top of my objective pile. I really needed to reset the board. So I gave Trust Me the two damage it needed to be destroyed and replaced on my next turn with the false report.
I don't expect this to happen frequently - it's a desperate move, but in that case, it worked and allowed me to make a nice comeback!
(4.12) Dealing/Dealt Damage
‘Dealing damage’ and ‘dealt damage’ are two similar, but
distinct game terms.
‘Dealing damage’ is a process that generates damage
that needs to be assigned to one or more cards.
Damage has been successfully ‘dealt’ if it has actually
made it onto a card (units and objectives being the
most common). In order for a card to have been
‘dealt damage,’ it must have one or more damage
tokens physically placed on it. If some effect prevents,
reassigns, or moves that damage to another card, the
original card has not been ‘dealt damage.’
So I am pretty sure it is legal for you to Deal 2 damage to this objective when it is at 4 damage tokens and use the ability due to the distinction between dealing damage and dealt damage.
I'm thinking that in the new faq per 3.6, this shouldn't be allowed anymore because as 3.6 states:
(3.6) Initiation of Card Abilities
In order to trigger a card ability, the possibility that at
least some independent aspect of that card ability’s effect
might successfully resolve must exist. (In other words,
card abilities cannot be initiated just to pay the cost.) If,
given the current game state, it is impossible for at least
one aspect of the effect to resolve, the ability cannot be
triggered.
This check is made during step one of Effect Resolution
(pg. 7), when all play restrictions are checked.
so that tells me you can't complete any part of the effect, so it can't be initiated, but maybe i'm wrong about that and you can't still do your 1 damage to the objective....
This is an edge case that may be a little confusing, but there is no contradiction:
1) Your opponent plays an event, creating a game state where the the effect of “Trust Me†can potentially “do something†to alter the game state. (That’s all the new entry cares about checking.) This means that,
2) You may attempt to pay the cost of Trust Me. So,
3) You attempt to deal 2 damage to Trust Me. Unfortunately, it only has 1 damage capacity remaining. Therefore, only 1 damage is successfully dealt. And
4) The effect of Trust Me fails, as its cost was not paid. The event may resolve. (And Trust Me is destroyed.)
Nate
Official Ruling
http://www.cardgamed...g-only/?p=51575
http://www.cardgamed...-only/?p=185480
http://www.cardgamed...nimperial-fist/