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<blockquote data-quote="Skyscraper" data-source="post: 5600148" data-attributes="member: 48518"><p>I'm not sure I understand here. You're saying that the immediate interrupt (II) resolves before the OA, right? Then yes, of course, but considering that the OA wouldn't have occurred if the PC didn't try to land his II in the first place, it's pretty much an eye for an eye up to that point, no?</p><p></p><p></p><p></p><p>There you go again with general statements <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I understand that in your mind there are specific combos that can be used to take advantage of the situation, it's just not very clear to me what they are. At least one clear example of what the player does with his II on his turn, then what that does to the monster, then how the monster is disabled on its own turn whereas he wouldn't have been thusly disabled were it not for the II specifically occuring on the player's turn, is what I'm looking for.</p><p></p><p>I'm geeking here, by the way. There was a question aksed at the start of the thread, and it got me thinking about why indeed would IIs and IRs be forbidden during a player's turn, so here I am now trying to figure out what would result from that. I'm not trying to be annoying or anything <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5600148, member: 48518"] I'm not sure I understand here. You're saying that the immediate interrupt (II) resolves before the OA, right? Then yes, of course, but considering that the OA wouldn't have occurred if the PC didn't try to land his II in the first place, it's pretty much an eye for an eye up to that point, no? There you go again with general statements :) I understand that in your mind there are specific combos that can be used to take advantage of the situation, it's just not very clear to me what they are. At least one clear example of what the player does with his II on his turn, then what that does to the monster, then how the monster is disabled on its own turn whereas he wouldn't have been thusly disabled were it not for the II specifically occuring on the player's turn, is what I'm looking for. I'm geeking here, by the way. There was a question aksed at the start of the thread, and it got me thinking about why indeed would IIs and IRs be forbidden during a player's turn, so here I am now trying to figure out what would result from that. I'm not trying to be annoying or anything :p [/QUOTE]
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