Wednesday, May 6, 2020

New Card: Run Away! (Seven Seas #4)

Years ago, many of my "sigcards" from the Yahoo Mailing List for Guardians CCG were incorporated into the fan-made expansion set Seven Seas. I have started to import my homebrew cards to this blog in case Phil, the Bar Fly's website ever goes away.

This card might've started as a joke, but the text seems serious enough to me now.

Run Away! Spell, Up 6
Play on one of your own creatures in a primary match-up before any ranged attacks or any other Spells are cast (but after any Bribery attempts). Your creature flees to your Creature Pen.
(Artwork: Den, Text: C.J. Burke, Design: Cath)

The effect is bribing your own Creature if you think it will likely lose. You have to allow for Bribery first -- although if someone bribes your Creature, then you don't need to cast it. You could try to Bribe your opponent first, also. Failing that, it's a way to save your creature, but it must be done before ranged attacks start.

I would rule that it would NOT save a Creature from Destruction. In my games, "Destroys" takes immediate effect right after Bribery. While this is like Bribery, it is a Spell, so the Destruction happens first.

The only retroactive Spell card in the game is "Dispel Magic". No other Spell interrupts earlier Spells or effects.

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