As far as I know, destruction effects happen when they happen, and don't "carry over" after they take effect. The Staff of Ra effectively becomes The Boomerang of Ra with Fixed Point.
Lol cool :D. I don't think there are any other cards that work like that, are there, which could be similarly exploited...
Chrono-Ranger's Temporal Grenade is the only other one I can think of.
Construction Pylon for the win. Also Unity's innate power.
You could play Ground Pound into play and then not discard anything and it'll stay in play since it can't be destroyed. Or even better, put it into play and then Environment plays Fixed Point, that'd be 2 rounds of Ground Pound for the price of one! Though that will either take some luck or Visionary.
Using the accompany of the Subdominant from Argent will allow you to use another power without destroying it! Oh the joys of indestructibleness..
Does it work that way? If nothing is actually destroyed, does the effect trigger? Is it like "deal" vs "is dealt"? Does the act of attempting to destroy satisfy the condition to put a golem into play?
So much déjà vu is giving me a headache…
Edit: Actually, doesn't Unity's innate have the "if you do" clause, which means the condition would not be satisfied with Fixed Point?
2 turn Ground Pound for the low, low cost of only 2 cards down, act now!
Or
If you're not sure about this deal why not test drive Ground Pound now, discard ZERO cards and keep it in play, be the envy of your neighbours!
EDIT: Damn! ninja'ed while coming up with snappy sales patter!
If the card said "If this card is destroyed this way..." then yes, you would need to have it destroyed. As worded, they are two separate effects of the power that are not dependent on each other.
Unity's innate however cannot be used, as it says "If you do", though a double use Construction Pylon is more than enough for me!
Scholar wouldn't have to discard anything that round to keep is Elements in play!
Bunker's Gatling Gun stays in for free for a round. Also you could play Auxillary Power Source and use it to draw 3 cards, then next turn you can destroy it to use an additional power! Or if you were fortunate enough to already have it in play you could use an additional power and then use that additional power to draw three cards, then next turn you can use an additional power again! Using Omni-Cannon without losing the cards underneath.
Absolute Zero's Cyro Chamber works exactly like The Staff of Ra.
Double use out of Expatriette's ammo.
Tachyon can keep Pushing the Limits in play without losing any precious hitpoints.
Another Haka, he can use Savage Mana without losing any cards underneath, just like Omni-cannon!
Fanatic reaches 0 health and restores to 10 HP and Aegis in still in play.
NightMist can use her power on Elder Ring and it still remains in play.
Grease Gun could be kept in for to turns if it were played right before Fixed Point is played. Though that means on his turn he can only play a card.
But it does say "Destroy an equipment card. If you do…" Wouldn't having Fixed Point in play mean that you, in fact, did NOT destroy an equipment card?
My apologies. I was referring to Construction Pylon. Unity's innate does have "if you do..." on it, so I misspoke on that one. But still, double Construction Pylon!
The scenario I was looking at is this.
Mr Fixer faces Akash'bhutha. He uses Strike, and with Dual Crowbars targets himself and Akash'bhutha. Jack Handle kicks in, redirecting the damage he targetted himself with to Akash'bhutha (and any other non-Hero targets around). He hits Akash'bhutha, and gets to hit another target, because of Dual Crowbars. He nominates himself. Jack Handle kicks in, etc., ad infinitum, or until Akash'bhutha is dead, whichever comes first.
Wouldn't reading it that way also mean that Dual Crowbars would trigger off of itself over and over again by itself without any other Tools? And Jack Handle as well? I'm thinking he just hits every target twice. This just sounds a lot like the confusion the forum had over how Shock Rounds worked, and it turned out to activate only once (even on the Submachine Gun).
I actually asked Christopher about it in the playtester meetups, and what he said was this:
Each one only triggers once, and in the order they were played. Thus, if crowbars would play first. He would hit the first target (becoming all targets) and then hit a second target (becoming all targets). So, he hits everything twice. Like sending out 2 separate Jack Handle attacks. it starts as a crowbar attack, then upon connecting becomes a jack handle, hitting everyone.
If jack handle hits first, it's a little more complex. First, he hits everyone. Each time he hits someone, he gets to hit a second target too. Therefore, he gets to make X hits, where X is the amount of non-hero targets in play times 2, but he can maneuver them so it's not necessarily 2 hits each. It could be 2 hits each, 1 hit on each and a bunch of hits on one, or anywhere in between. Like sending out one jack handle attack, that upon connecting with each target becomes a crowbar attack, arcing off to hit a second target.
*grumbles about more situations where Order of Hereo Cards played starts to matter*
If each effect only triggers once and in the order of play then why are you activating Jack Handle twice and then Dual Crowbars X times? Wouldn't it be you hit everyone with Jack Handle and then can hit another target? That to me sounds like more like Jack Handle only triggering once. The same would happen useing Dual Crowbars in play first.
Well this is kind of what I was trying to get at before ST was released to the public when I was saying Jack Handle and Dual Crowbars behave differently from most damage triggers.
Basically the idea seems to be that instead of triggering off of each individual damage like most cards, they actually edit the list of targets whenever Mr Fixer deals damage. (It's just that until now the list of targets was always a single target before they edited it). So the way I see it, when a card says that Mr Fixer deals one or more targets a type and amount of damage, Jack Handle replaces each target in the list with 'all non-hero targets'. Dual crowbars replaces each target in the list with that target and a different target.
Of course there are other ways to interpret the ruling, like you could say that his tools do not trigger off of any damage they create directly or indirectly. It just seems odd since normally I would allow cards to trigger off of things they caused to happen.
Also note that it is not just the two possibilities of Jack Handle then Dual Crowbars and vice versa. There are two? copies of each and they are not limited. So you could have Jack Handle/Jack Handle (n^2 damage?) or Dual Crowbars/Dual Crowbars (4 chunks of damage to 2 to 4 targets?) or if he manages to play multiple cards with Fixed Point in play you could have 3 or 4 of them out with for another 18 possible combinations.
or is it addative? would 2 dual crowbars simply be targets, not 4? OH THE INSANITY.
i just think i wont play Mr Fixer with Time Cataclysm…
I'll still play Fixer in Time Cataclysm, I probably just won't play Dual Crowbars and Jack handle in there together. I'd much rather have one of those paired with Tire Iron. Grease Monkey Fist with Driving Mantis!
Riveting Crane + Alternating Tiger Claw seems pretty great to me against the likes of Miss Information.
Looking at my Unity deck, Scrap Metal has joined the list of cards that become different when played with Fixed Point. I think Fixed Point has joined The Matriarch, Bee Bot and Illusory Demon as a way of doing selective destruction shenanigans with End of Days.