Lothern Sea Guard question

By Primus_Magicus, in Warhammer Invasion Rules Questions

Hi, I am wondering something about the wording of Lothern Sea Guard's text and how it should work. Here is the text:

Lothern Sea Guard : If you discard this card from your hand due to an opponent's card effect, put it into play.

Now I think this effect should be triggered by for example scout. BUT I thought my opponent discards my card from my hand, though this text says "If YOU discard...)

Am I missing something or should this card just be worded "when this card is discarded from my hand due to an opponents card effect..."?

Otherwise I can only think of one DE unit (dont recall its name right now) that would trigger this effect, leaving LSG sort of useless...

LSG works with Scout, wording on the cards isn't the full text for Scout ability:

"After combat damage is applied, the controller of
any surviving participating unit(s) with the Scout
keyword forces his opponent to discard one card at
random from his hand for each of his participating
units with Scout that survived the combat." (p. 16)

So the Scout player picks a random card, but the opponent is still the one discarding the card, thus if LSG is picked, they go into play.

Thanks Dam, I played scout the wrong way in that case. So if you have to discard a card because of scout you can choose the card yourself? (because of the word "random" I allways thought the opponent with the scout unit picked 1 random card to discard.

Your opponent picks the random card. Then you discard the picked card. Thus Lothern Sea Guard comes into effect if that was the card your opponent randomily picked.

ok thanks for the clarification, happy I didn't play scout wrong the whole time. But I think the LSG effect is way too situational to take the card in your deck because of the effect. With 4 hitpoints and 2 power its still a reasonable card for 4 resources, though i'd rather have sword masters of hoeth or son of grungi/serpent slayers for those resources...

Well, if you see/know your opponent has Scouts, try to play everything but LSG from hand, then when he attacks, decline to defend (or kill his non-Scout attackers) that way LSG is guaranteed to get into play. Caught the Scent would work, except it has the icky word "may" in it, so the DElf player doesn't have to discard a card from your hand.

And LSG is still okay for a HElf deck, they still don't have many 2+P units available, SoH of course and Descendant.

The other day when my friend played Will of Tzeentch on me, I would have liked to have a LSG or two. Bam! Also against the Vanguard of Woe and other random stuff. But as Dam and yourself says, the 2P isn't to sneeze at in itself. I like the card. Could be very helpful against a DE+Skaven Scout deck.

Primus_Magicus said:

ok thanks for the clarification, happy I didn't play scout wrong the whole time. But I think the LSG effect is way too situational to take the card in your deck because of the effect. With 4 hitpoints and 2 power its still a reasonable card for 4 resources, though i'd rather have sword masters of hoeth or son of grungi/serpent slayers for those resources...

At 2P/4H for 4R, the seaguard is pretty much one of the better units power-wise for the HEs. Swordmasters are nice but only really useful in battlefield and serpent slayers are for dwarves.