This makes sense. In MtG cards often say “target player/opponent sacrifices a creature”. So if SWU card said “target player defeats a unit they control” things would be different. So far SWU card say target opponent chooses a unit, and the card itself says defeat the unit, so the action is coming from the card still and not from the player. Thanks for the clarification!
Glad you found it useful! Sometimes it's a struggle for MtG players (myself included, although it's been quite a while) to get into a different mindset when it comes to applying rules. The power of habit I guess 😅
The wording on the MTG card effects are actually different. On MTG, those cards (hexproof) usually say "they cannot be targeted". TIE phantom, on the other hand, can still be targeted.
Thanks guys! I find Evacuate too risky to rely upon. Pretty expensive and with so many cards having When Played abilities, you might get yourself in trouble. In certain cases it might turn the tides, but I still hesitate to add it to a deck.
You also can apply other abilities like in Mandalorian yellow deck that you put this card back to the owner hand and then you can discard it, as discarding is not defeating 😇
First Round. You have the initiative. Playing Scanning Officer and hit 1 or 2 smuggling Unit ressources from the opponent. (Since you were going First, his ressources were ready). Does the opponent have to play the new top deck ressources ready or exhausted (in the last case, you would completely denie is round)
Hey, thanks for the great question! According to rule 1.5.4.B: "Each non-leader unit and resource enters play exhausted. Upgrades are neither ready nor exhausted" -> Yes, your opponent does put his resources into play exhausted. To further support this, think of Superlaser Tech. His ability reads: "You may put this unit into play as a resource and ready it."
What's the interaction with Cad Bane's effect if I have Tie Phantom and one other unit out. Can I choose Tie Phantom and then then no damage hits similar to power of the dark side as you described?
Would it follow, then, that Grand Inquisitor could target Lurking Tie Phantom with its leader ability (Deal 2 damage to a friendly unit with 3 or less power and ready it). And the result would be 0 damage to Lurking Tie Phantom? And the unit would ready, following principle of “do as much as you can?”
Hey! Thanks for watching! Note that Lurking TIE Phantom ability reads "This unit can’t be captured, damaged, or defeated by ENEMY card abilities." So yes, you can use GI ability on TIE Phantom but it will be both damaged and readied.
@@caliban5334 Yes. The +2 is a power modifier applied to concord, no matter what attacks it. Moreover, combat damage is dealt to the phantom the same way as to any other unit.
Hi, I just wondered about “Strike true”: A friendly unit deals damage equal to its power to an enemy unit. Should this also defeat the Phantom? It would be the unit that applies the damage. Thank you!
According to the official additional ruling that was issued: " Lurking TIE Phantom can’t be damaged directly by card abilities that deal damage, regardless of how those abilities deal damage." It might be the fiendly unit dealing the damage, but it's doing so through Strike True.
This makes sense. In MtG cards often say “target player/opponent sacrifices a creature”. So if SWU card said “target player defeats a unit they control” things would be different. So far SWU card say target opponent chooses a unit, and the card itself says defeat the unit, so the action is coming from the card still and not from the player. Thanks for the clarification!
Glad you found it useful! Sometimes it's a struggle for MtG players (myself included, although it's been quite a while) to get into a different mindset when it comes to applying rules. The power of habit I guess 😅
The wording on the MTG card effects are actually different.
On MTG, those cards (hexproof) usually say "they cannot be targeted".
TIE phantom, on the other hand, can still be targeted.
Great card, great video! Didn't even know there were official additional rulings for this!
Thanks for the support mate! Link to the additional rulings added to the description ;)
Great and useful as always. This makes Evacuate an even better Cunning tool
Thanks guys!
I find Evacuate too risky to rely upon. Pretty expensive and with so many cards having When Played abilities, you might get yourself in trouble. In certain cases it might turn the tides, but I still hesitate to add it to a deck.
Good stuff man! The phantom is cool. I think as long as you have a plan for it when deck building that it is fairly easy to deal with.
@@SWUDAD Indeed! Can even be used as bait for make an opening and similar cards ;)
Traitorous is a nightmare though :p
You also can apply other abilities like in Mandalorian yellow deck that you put this card back to the owner hand and then you can discard it, as discarding is not defeating 😇
First Round. You have the initiative. Playing Scanning Officer and hit 1 or 2 smuggling Unit ressources from the opponent. (Since you were going First, his ressources were ready). Does the opponent have to play the new top deck ressources ready or exhausted (in the last case, you would completely denie is round)
Hopefully
Hey, thanks for the great question!
According to rule 1.5.4.B: "Each non-leader unit and resource enters play exhausted. Upgrades are neither ready nor exhausted" -> Yes, your opponent does put his resources into play exhausted.
To further support this, think of Superlaser Tech. His ability reads: "You may put this unit into play as a resource and ready it."
Very helpful. That's the good stuff!
@@SWUHarvest Thanks! Glad you like the video! Great to see fellow content creators in the comment section!
What's the interaction with Cad Bane's effect if I have Tie Phantom and one other unit out. Can I choose Tie Phantom and then then no damage hits similar to power of the dark side as you described?
If you have the Tie in play, you can pick this unit to take the damage and it’ll take zero damage. It’s a great equalizer for Cad, Bo-katan, Vader etc
Yes! It essentialy allows you to make "opponent chooses a unit, damage/defeat that unit" abilities to fizzle.
Waylay and traitorous are good cards to use as well.
Yes, they are! I actually try to have waylay in hand when playing the Phantom, in order to counter Traitorous!
Traitorous, imprison, power failure, frozen in Carbonite, all great options
i scored a playset o these in my box. sometimes i LIKE getting dupes.
Nice! I really hope I pull a hyperfoil one at some point!
You can also steal it, like with Traitorous.
Indeed! When playing this, you should also be ready to counter it yourself! Traitorous is a very popular play against the phantom.
Would it follow, then, that Grand Inquisitor could target Lurking Tie Phantom with its leader ability (Deal 2 damage to a friendly unit with 3 or less power and ready it). And the result would be 0 damage to Lurking Tie Phantom? And the unit would ready, following principle of “do as much as you can?”
Hey! Thanks for watching!
Note that Lurking TIE Phantom ability reads
"This unit can’t be captured, damaged, or defeated by ENEMY card abilities."
So yes, you can use GI ability on TIE Phantom but it will be both damaged and readied.
@@Oneidos_Gaming ah you’re right! Totally missed that.
Thank you for responding. Your breakdowns are so thorough and informative.
@@furious_boye Thanks for the kind words, means a lot!
And what about traitrous ??
Works like a charm! It's the reason I always try to have some way to bounce phantom.
How does it interact with concord dawn interceptor?
Sentinel works like it does against any other unit. Is there a specific scenario you have in mind?
@@Oneidos_Gaming Say you attack Concord Dawn Interceptors with the Tie Phantom. Would the +2 the Interceptors get on defense damage the Phantom?
@@caliban5334 Yes. The +2 is a power modifier applied to concord, no matter what attacks it. Moreover, combat damage is dealt to the phantom the same way as to any other unit.
plus you can use Traitorous on him
@@DJPawelB Indeed! If you can't kill it, convert it to your side 😉
Ποιό τραγούδι παίζει;
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@@Oneidos_Gaming Ωραίος!
Hi, I just wondered about “Strike true”: A friendly unit deals damage equal to its power to an enemy unit.
Should this also defeat the Phantom?
It would be the unit that applies the damage.
Thank you!
No, that's exactly the same as his overwhelming barrage example. Watch that part again.
According to the official additional ruling that was issued: " Lurking TIE Phantom can’t be damaged directly by card abilities that deal damage, regardless of how those abilities deal damage."
It might be the fiendly unit dealing the damage, but it's doing so through Strike True.
This doesn’t make sense. You’re still using a card to defeat the phantom. I think you’re wrong.
@@StylishJedi Hey, happy to clarify! Which scenario are you referring to?
@@Oneidos_Gaming The phantom cannot be defeated using cards, only other units.
@@StylishJedi It can be defeated by cards such as Make an Opening since it's not being directly defeated by the card.