Negation... The new staple card that brings balance to the Force

By Jagd, in Imperial Assault Skirmish

Ok ok guys there is a consensus here and I agree that it make sense, I said it many post above, we will have a rule clarification and they will probably look at all 0 cost command card to make sure, that there is no inconsistencies, since this card cause a precedent in the game... No need to beat a dead horse! Lol

Now with that being said, what do you guys think about the impact of this card in the whole game? An obvious counter to a game changing command card. Just in the wake of a major errata that shook the game and was much needed (I played multiple games with the new officer and new Elite Sabs and those changes are perfect, will try the new guards soon). Do you guys think it's the beginning of more counter cards?(for example: play this card and engage one of your character to counter a Son of Skywalker or 3 cost command card for that matter) Or this was made to break the certainty of one very powerful game altering card (TI)

Edited by Jagd

I could see two other possibilities:

a) Prevent your unique from element of surprise.

b) To provent to the limit or the rally that comes after to the limit and leave enemy unique villain with stun :)

Edited by Imlus

There are many lovely situations where Negation will be an awesome card. I am not sure I will spend it right away on Take the Initiative, as the counter at the right time can break a plan for an opponent.

It seems pretty clear to me.

Take the Initiative:

"Use at the start of the round to claim the initiative token. Then exhaust one of your deployment cards."

Negation:

"Use after your opponent plays a Command card with a cost of 0. Discard that card and cancel its effects"

It really doesn't matter when Negation is played. If it is during or after Take the Initiative. Exhausting one of your deployment cards is an effect of Take the Initiative, not a cost. Cost are paid before preforming an action. In Take the Initiative, you claim the token, then exhaust. So, if Negation is then played- the token is then returned and the unit un-exhausted.

I don't have my rule books handy, can you remind me where 'costs' are covered, especially regarding command cards?