Playing against Variant Spite. He is flipped. A Lost Child is in play.
Start of Wraith's turn.
Wraith elects to remove a victim from the Safehouse.
Because of removing the victim, W is given the chance to play a card. She plays Throat Jab.
Throat Jab does its damage, and I then get the message that Spite can't do damage.
The very next message I get is "Removing effect: Spite Agent of Gloom cannot do damage."
Start of turn effects continue, and I am given the option to have Spite damage me to save the Lost Child.
OK, so after thinking about it, it makes sense that if I play Throat Jab during Start of Turn phase, then it shouldn't last very long. But should it really stop working *immediately*? I can see 3 ways of interpreting this:
A) Any "until time X" effects continuously check for "time X", and fail as soon as they detect it. This seems to be what the App is doing now.
B) Start of Turn effects happen in the order they entered play. Under this model, Throat Jab would last until the end of the Start of Turn phase, and would prevent me from saving the Lost Child. This is what I expected from the current rulings.
C) "Until phase X" effects check only at the beginning of a phase, so my Throat Jab would last until my *next* Start of Turn phase. I don't actually support this one, but it occured to me as I was thinking about the issue.
It's a super-rare edge case for this even to be possible, and I haven't yet come up with an example where I think it matters, but there could yet be one...