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  1. #1
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    Decoy trap/mind control

    Now decoy trap says the next time a friendly ally takes damage, that damage is reduced to 0. Yet a spell such as mind control, that says kill not damage, the ally is still protected. Not sure if this triggers with other cards that say kill or perhaps destroy. But the words on the card are not being followed, shouldn't be protected from being killed only should be protected from damage. And further more the ally attacked that turn because of mind control, should become exhausted even if prevented from being killed. Like when an ally attacks while under the control of coercion. Probably didn't consider exhausting ally between the attack and being killed, though i can see this happening with holy shield as well.

  2. #2
    Lead Developer / Designer Gondorian's Avatar
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    Hi. There's two rules of the game that dictate why these things work as they do:

    1) Kill means deliver enough damage to bring to 0 health (coded as 99). There's been arguments about how this works for the last five years, but we've stuck with it for reasons of consistency and balance. In the case of Decoy Trap, no amount of damage could be enough to kill the ally with it being reduced to 0 so the ally survives and takes no damage.

    2) An ally/hero only exhausts after a player-initiated attack action (where you choose to do it on your turn by clicking the ally and choosing the target). Card effects that cause an attack ignore whether the ally is exhausted and do not exhaust the ally afterwards.

    We should really explain these cases within the app, I know - we are working on more extensive rules for it.

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