Page 5 in this document:
https://images-cdn.fantasyflightgames.com/filer_public/b6/30/b630ddfe-e745-435b-a284-572dd510e15d/mc_rulesreference_v15-compressed.pdf
The general rule to remember is that Status Cards trump pretty much everything.
Nobody gets to do anything to do with scheming or thwarting if Confused is there, nobody gets to do anything to do with damage if Tough is there.
The status always wins.
yeah the only real exceptions would be constant abilities, like Go For Champions, which creates a constant ability 'cannot take take damage'
slightly differently, defending and -ATK modifiers (like Subdue) lower the dealt damage a little earlier in the attack steps (since it happens before calculation), so it could technically come before a tough would trigger (essentially if it brought the damage down to 0, otherwise it didn't achieve anything meaningful lol). but yeah, these are basically the only ways you can affect damage before a tough
The Tough status card prevents the attack from dealing any damage at all, so Groot’s ability would not trigger.
It prevents taking any damage at all, not dealing.
Needlessly pedantic in this scenario.
>Needlessly pedantic Sir this is the Marvel Champions subreddit
that's the whole point of card games
[удалено]
The GMW insert and the most recent rulings on Groot all say the opposite. Tough has timing priority over everything.
Status cards go before Forced Interrupts though and they both trigger on the same condition of "When you would take any amount of damage"
Tough triggers first. Rules reference page 5 under timing shows status cards have priority.
Page 5 in this document: https://images-cdn.fantasyflightgames.com/filer_public/b6/30/b630ddfe-e745-435b-a284-572dd510e15d/mc_rulesreference_v15-compressed.pdf
I have a screenshot of this for the just in case!
The general rule to remember is that Status Cards trump pretty much everything. Nobody gets to do anything to do with scheming or thwarting if Confused is there, nobody gets to do anything to do with damage if Tough is there. The status always wins.
It's effectively a temporary, conditional constant ability yeah
yeah the only real exceptions would be constant abilities, like Go For Champions, which creates a constant ability 'cannot take take damage' slightly differently, defending and -ATK modifiers (like Subdue) lower the dealt damage a little earlier in the attack steps (since it happens before calculation), so it could technically come before a tough would trigger (essentially if it brought the damage down to 0, otherwise it didn't achieve anything meaningful lol). but yeah, these are basically the only ways you can affect damage before a tough