Per rules as written, does my opponent get to steal aember if he plays urchin with an autocannon in play or does Urchin die before his play effect can trigger?
Autocannon vs. Urchin
active player resolves timing conflicts?
Urchin's play, and autocannon's constant, happen after urchin enters play. If constant abilities trigger before bolded ones, autocannon wins and urchin can't steal. If bolded play abilities happen after constant ability triggers, urchin wins, and steals before dying. If there is no set ordering between bolded abilities and constant ones, active player chooses (and urchin probably will steal).
Active player sounds good to me.
There is a ruling that might be relevant. When a gateway to dis kills a Tolas, devs have ruled that you order and execute the "destroyed:" abilities of creatures in play, but tolas dies before its constant ability triggers. You could infer though from this ruling that bolded triggers happen before constant ones in general. Now, "destroyed:" happens before the card leaves play, while "play:" happens AFTER the card enters play, so you can't make a direct line between these scenarios. However, bolded triggers preceding constant ones certainly would be nice and clean. If it's a thing
i wouldn't compare that ... the only thing you should infer from that ruling is: gateway to dis destroys all creatures simultaneously, and there is no timing conflict between them being destroyed.
since tolas is one of the creatues being destroyed, and it is being destroyed simultaneously as all other creatures, its trigger is not fired for the other creatures also being destroyed, since it happens, again, simultaneously.
there is a timing conflict in which order to execute autocannon's constant, and urchin's "play" ability, which is handled by the active player.
Autocannon deals the damage after the creature enters play. Urchin enters and its play ability goes off. Play abilities, unlike Fight abilities, are not dependent on the creature staying in play. So no matter how a player resolves the effects, the creature is dealt 1 damage and an aember is stolen if the opponent has any.
Theres very few negation/canceling/countering/replacement effects in Keyforge and neither of these cards imply it.
I would currently rule that the active player decides because both effects trigger "after it enters play".
Pure speculation: Autocannon is weird because only 3 brobnar cards care about damaged creatures. Two of which are made useless by autocannon, and the other is rare. Due to how power works, 1 damage on a creature rarely makes a difference. Only 1 brobnar creature has armor. To me this means that autocannon is meant to counter the 1 power creatures with powerful abilities. There are 14 creatures with 1 power. 8 are countered by "after it enters play". 4 would be countered by "as it enters play". The last 2 are dust pixie, and bad penny. To me, this feels like a card that is too narrow in its usefulness to justify hurting yourself. In other games, this tends to indicate that a card was nerfed internally shortly before release. Autocannon does have a lot a decent pairings with cards from other houses. Sanctum's armor can make the damage one sided. Untamed, shadow, mars, and logos all have cards that destroy damaged creatures (of various rarities). Mars also has martian hounds. Dis and Sanctum both have cards that reward you for healing. Considering all of this and comparing autocannon to the theme's of the various houses makes me suspect that autocannon used to be mars.
Edited by Revert39 minutes ago, Revert said:I would currently rule that the active player decides because both effects trigger "after it enters play".
Pure speculation: Autocannon is weird because only 3 brobnar cards care about damaged creatures. Two of which are made useless by autocannon, and the other is rare. Due to how power works, 1 damage on a creature rarely makes a difference. Only 1 brobnar creature has armor. To me this means that autocannon is meant to counter the 1 power creatures with powerful abilities. There are 14 creatures with 1 power. 8 are countered by "after it enters play". 4 would be countered by "as it enters play". The last 2 are dust pixie, and bad penny. To me, this feels like a card that is too narrow in its usefulness to justify hurting yourself. In other games, this tends to indicate that a card was nerfed internally shortly before release. Autocannon does have a lot a decent pairings with cards from other houses. Sanctum's armor can make the damage one sided. Untamed, shadow, mars, and logos all have cards that destroy damaged creatures (of various rarities). Mars also has martian hounds. Dis and Sanctum both have cards that reward you for healing. Considering all of this and comparing autocannon to the theme's of the various houses makes me suspect that autocannon used to be mars.
Cool speculation - one thing to add. Every single keyforge deck has 3 houses. In a game focused on monocolors with color mixing being more advanced/rare, your thinking makes sense. Autocannon is a constant ability that has an effect on turns where you DON'T play brobnar, and artifacts tend to stick. So I speculate that autocannon was designed to work as a light cost to you with opportunity for good combos on other houses. The damage also doesn't really hurt your brobnar creatures much. They don't have armor, but are pretty strong on their own. You also often get more use out of them than you would creatures in other houses through ready and fight.
2 hours ago, saluk64007 said:Cool speculation - one thing to add. Every single keyforge deck ha s 3 houses. In a game focused on monocolors with color mixing being more advanced/rare, your thinking makes sense . Autocannon is a constant ability that has an effect on turns where you DON'T play brobnar, and artifacts tend to stick. So I speculate that autocannon was designed to work as a light cost to you with opportunity for good combos on other houses. The damage also doesn't really hurt your brobnar creatures much. They don't have armor, but are pretty strong on their own. You also often get more use out of them than you would creatures in other houses through ready and fight.
Yes, but even if cards combo really well with cards from other houses, they tend to combo well with more cards from their own house. Autocannon fails to do this. This is because the lack of deck building makes chances extremely slim you will get a combo that crosses houses. I know people like to think of brobnar as red from magic, but it very much isn't. Brobnar has very few cards that harm themselves. The only other cards are board wipes, and every house has board wipes in some form (probably for balance). It is also one of 3 brobnar cards to have a gun in all of their art.
Edited by RevertAuto Cannon combos very well with Brobnar's artifact Iron Obelisk .