Kharma
Legend of the Five Rings card from The Dark Journey Home
Open in Oracle of the Void
- Card Type
- Strategy
- Gold Cost
- 0
- Card Text
- You may only play one Kharma per trigger.
Reaction: After one of your provinces is destroyed by an Event: Destroy the rightmost province of the player who resolved the Event. - Focus Value
- 4
- Legality
- Hidden Emperor (Jade)
- Deck
- Fate
Printings
The Dark Journey Home
- Rarity
- Uncommon
- Flavor Text
- Evil cannot be targeted like an arrow-sometimes it destroys its master as well as its victim.
- Artist
- Bryon Wackwitz
- Publisher
- Wizards of the Coast
Rules Q&A
- Q: I strongly suspect this is going to be a REVERSAL...
<smells blood>
The answer is b). By their wordings:
Defenders of the Realm is played BEFORE the Province is destroyed. Winds and Fortunes is played WHEN the Province is destroyed. Kharma is played AFTER the Province is destroyed.
They'd have to be played in that order, and if anyone plays Defenders, Winds... and Kharma become unplayable.
I don't have any twisted logic problems with this conclusion, Jeff. At least, I'm not going to bring them up. I do have a very pragmatic problem.
There are definately some wonky rules problems within the wordings of the cards, I agree. But, because each card has a microscopically different trigger, there's a big practical problem here, too. What do you suggest we do? Wait thirty seconds after every STEP of an effect? We're already impatient about Open actions during the Action Phases of others.
A: It's been true ever since Shadowlands that some Reactions always get played before or after others (thanks, Goshiu). Obviously it's not a really high-profile issue or it would have come up more than once or twice in the last six years. :) I don't really have any recommendations for you other than take things at a steady pace, not only to give everyone a time to react accordingly but to avoid tipping your hand. Jeff Alexander, "post for 11-12 February 2002", 12 Feb 2002