旧closet beliefに書いてあった記事でもありました、
《棘茨の精霊/Bramble Elemental》と《夢のつなぎ紐/Dream Leash》問題ですが、
未解決にされちゃったみたいですな。

おいらは今でも、
「《夢のつなぎ紐/Dream Leash》をプレイした側が、《棘茨の精霊/Bramble Elemental》の
誘発型能力のコントローラーである。なので、トークンは《夢のつなぎ紐》をプレイした側である。」
という立場を取っております。

#某ナモ板では質問という形でぶつけちゃいましたが。
#切腹の準備をしておいてよろしいでしょうか。(謎

ところでこれを書いているのは都合上13日の金曜日なわけですが、
非常に興味深いスレッドがあったので以下に紹介。

http://boards1.wizards.com/showthread.php?t=567789

Russell_Linnemann 氏の発言内容まるごとがキーポイントです。
(さすがはスタッフ。)

以下引用。

The game goes

Gamestate (T1)
Check for triggers (on what just happened, which we don’t care about here)
Perform Event (Dream Leash CIP attached to Bramble Elemental)
Evaluate CEs
Gamestate (T2)
Check for triggers (Bramble Elemental)

It’s impossible to evaluate CEs without knowing the background- where every object is and what state it’s in (e.g. in play and attached to BE)- so that has to be dealt with "first". The process of evaluating CEs is also sequential, since what happens is ordered by layer/timestamp/dependency, and what higher layer effects do is frequently based on what lower-layer effects have already done.

We also don’t want to trigger anything based on these intermediate calculating steps, only on the final answers (gamestates). We don’t know what everything will actually look like until we’re done applying CEs, so the check for triggers waits until that’s done. Basing triggers off of what something looks like in the middle of layer 4 or before any CEs have applied at all would obviously be silly. So the two places to look are T1 and T2. By rule, we look at T2- the gamestate immediately after the event- to see if anything triggered based on that event (or on the new state T2 in the case of state-triggers). The two exceptions are Leaves-Play triggers, in which case the permanent with the ability wouldn’t be there any more to trigger, and control-change triggers, which would be controlled by the wrong player in T2 ("Whenever you lose control of ~" should obviously trigger for the person who actually loses control of it, the original controller in T1).


ああ、「ゲームの状態」についての考察が必要かもしれませんね。
今度のネタはそれでいきましょうか。

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