1 hour ago, WonderWAAAGH said:I believe this is the route they went with Destiny, so you may well be right. The problem, as of right now, is that we have no framework rules or definitions for triggers. It also doesn't help that the word 'trigger' is used ambiguously and inconsistently in actual card templating.
One thing I'd like everyone to bear in mind: when we say 'trigger,' we're actually using the term interchangeably for 3 different concepts.
1. The trigger condition.
2. The trigger effect.
3. The trigger resolution.
Games handle these separate elements in different ways, but as of right now there are no rules whatsoever for any of them in Keyforge. The closest we have are rules for constant abilities and the active player, both of which have been noted above and neither of which come close to fitting the exact concept of an actual trigger (from beginning to end).
You are just way overcomplicating this. Again the rules are pretty clear here I think, you have two effects one saying all creatures are destroyed the other saying gain amber when a creature is destroyed. The active player gets to choose the order of the effects but the later cant occur until the former does do to its trigger. All creatures a destroyed simultaneously and that means the secondary can’t occur because talos is destroyed no different than if it was in your hand or discard pile.
The only time we see one effect interrupting another with a creature being removed is on destroyed effects. Otherwise one resolves fully then the other. The best example here is reap. With reap some cards have reap effects and when you reap you gain Amber. The rules state you gain amber when reaping then resolve their effects, the reap effect does not go off before the amber gain because it requires the former to occur first as it’s trigger. Need to step back from the magic mindset, there is no stack.