Thread:Buddyfight Unified Universe/@comment-26290163-20170303064319/@comment-26290163-20170309094824

That's what I was hoping for. Glad you brought up Deathmodai as a point of reference. The ability clearly falls under this from the incredibly out of date Detailed Rules:

"“When... is destroyed”, “When damage is dealt”, ”When this card enters the field”, etc. You can use cards with the above conditions after they are met. However, after fulfilling the above condition, if the following points are met, it is considered as choosing not to use that card.

・ If a card that does not refer to this condition is played, and resolves during a non-[Counter] timing. ・ The play timing that fulfilled the condition, or the play timing right after the condition was fulfilled ends. ・ The phase that fulfilled the condition ends."

With Deathmodai, a single card states what the ability is, even though it can end up calling up to 3 monsters. Whereas, with [Ambush], it would be multiple cards hitting the drop zone in the same Play Timing fulfilling the conditions.

I'm thinking along your lines, and hope they enter a Play Timing Queue like Auto Abilities.

However, I've seen the Dev team make changes to text that ended up changing what was and was not allowed.

When Great Spell, Sacred Bless was revealed last year, I had a contact I would frequently correspond with, and we went back and forth on what could and could not be done with the card.

I had pointed out that while the language only allowed for one Sacred Bless to be on the field, it should be an ability that could be used as many times as the player chose, assuming they paid the cost.

I used Gate of Darkness as the example, since, like Sacred Bless, you could only have one copy on the field at a time. However, unlike Sacred Bless, Gate clearly states that the ability can only be used once per turn, and the ability isn't named, so that wasn't an issue.

Sacred Bless didn't have the "once per turn" wording, so I argued based on the text, that Sacred Bless must be different.

This time, my contact, to his credit, told me that he needed to discuss this with the Japanese Dev team to see what the ruling would be.

Without getting into the finer points, the pertinent section said, "This is a recent change and optimization of the way these types of texts are written since the restrictions that have already been placed restricts the effect from triggering more than once per turn"

Now, the full answer, of course, had to do with the ins and outs of what the "Beginning of the Main Phase" really meant, etc, etc...

But, what I'm hoping for here, is that they don't pull a text change. I wouldn't think so, but...

While I'm hoping for support similar to Shadow Shades that use multiple soul, if it doesn't come, one of the things I will playtest is using several cards to keep a loop going, so to speak. The idea would be to recycle as often as possible to offset any draw issues I may find.

I'm going to try Escape, Benefit, Yamiuchi, etc... to see if I can get a consistent core running that way. It helps that Both Size 2's and White Fiend have [Move], looping Little Fiend can give some draw, and you can grab all White and Little Fiend with Machine Gun, or even Water Ploy if needed.

No idea what will end up testing well, but it's going to be fun trying to find out.

Btw, the offer to send cards is open ended, so even if you have what you need now, but see something you want to try later, just let me know.

Have a good one!