What happens if an effect allows Mr. Fixer to play a card on somebody else's turn and he selects Overdrive? This came up in a game with Argent Adept and Mister Fixer last night, and at the time we ruled that it did nothing. Our thinking was that normally his two Strike activations happen during his Power Phase. He doesn't have a power phase during Argent Adept's turn, so he doesn't actually have a chance to do so. Any reading I could come up with let him actually use the two Strike activations out of turn would let him get a total of three Stike activations if he played it on his own turn, which is not how I had interpreted the card to be intended.
I read some discussion of out-of-turn Overdrives in a more general Mr. Fixer thread where most players seemed to be ruling that he got two activations of Strike if played on Argent Adept's turn, or two activations of Strike if played on his own turn. Which I just can't reconcile in a consistent way.
Actually, the more I think about the discussion there, the more I feel like this ruling raises more questions than it answers. While it solves the issue at hand with Argent Adept, I now feel like I don't understand the timing on it at all, which creates all sorts of other issues no matter which way the timing works.
If it happens at any point during the turn: If Mr. Fixer plays Overdrive on his own turn, could he elect to use his Strike activations during his End Phase after drawing cards? Is the only reason that Mr. Fixer doesn't get three total Strike activations the fact that he's already activated it, and his normal Power Phase activation lays fallow? If there's some theoretical way for a hero to get powers from outside his own deck, for instance pillaging a relic from an environment deck or a support-focused hero who grants other heroes powers (both things I've considered for homebrew decks), could Mr. Fixer use both of his Strike activations during his Play Phase and then use his normal Power Phase activation on this new power?
If it happens during the Power Phase of the current turn: What happens if Mr. Fixer gets a card play on a turn with no Power Phase, for instance from an incapacitated hero or an environment card?
Don't get me wrong, I actually really like the "any time during the turn" interpretation, because it enables all sorts of theoretical crazy shit. And really crazy wonky plays are one of the things I love most about this game. I just want to make sure it's legit before I try it. :D
I believe the consensus thus far is that if a card's ability says to use a power now, you use a power immediately, reguardless of the current phase, and before resolving the rest of the card which allowed the use of the power. As far as cards which modify the number of powers to be used on the current turn, if the hero given a modified count of powers to use is the current turn hero, then that hero gets to use the modified number of powers during his power phase. If the hero given a modified count of powers is not the current turn hero, then that hero uses his powers upon full resolution of the card which gave that hero a modified power count.